Role state-based game audio adjustment method and device, storage medium and computer device

CN122912466APending Publication Date: 2026-10-16GUANGZHOU YIWAN NETWORK TECH CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202611233266.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-08-13
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

[0004]本申请的目的旨在至少能解决上述的技术缺陷之一,特别是现有技术中游戏音频无法匹配虚拟角色的状态变化需求,从而降低了玩家在游戏剧情交互过程中的沉浸感与拟真度的技术缺陷

Benefits of technology

[0061]本申请提供的角色状态的游戏音频调整方法、装置、存储介质及计算机设备,当检测到游戏场景中触发剧情交互事件时,本申请可以自动采集与该事件对应的虚拟角色的角色状态数据,并同步确定游戏场景在当前时刻的基础环境音频,为后续游戏音频与角色状态的动态匹配提供数据基础;随后可以基于剧情交互事件和角色状态数据精准量化虚拟角色的状态变化数据,使得根据状态变化数据生成的音频调整策略可以完全适配剧情交互事件中虚拟角色的动态变化状态,根据该音频调整策略对基础环境音频进行调整得到的目标环境音频,还可以在保留游戏场景原有的氛围基调上,叠加与角色状态变化相匹配的音频变化,实现场景氛围的自然演变,从而提升玩家在游戏剧情交互过程中的沉浸感与拟真度。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122912466A_ABST
    Figure CN122912466A_ABST
Patent Text Reader

Abstract

The application provides a role state-based game audio adjustment method and device, a storage medium and a computer device. When a plot interaction event in a game scene is detected, role state data of a virtual role corresponding to the event is automatically collected, and a basic environment audio at a current time is synchronously determined, thereby providing a data basis for subsequent dynamic matching of game audio and role state. Subsequently, based on the plot interaction event and the role state data, state change data of the virtual role can be accurately quantified, and an audio adjustment strategy completely adapted to the role state change process is generated. The target environment audio obtained by adjusting the basic environment audio according to the audio adjustment strategy can also superimpose audio changes matched with the role state changes on the basis of preserving the original atmosphere of the game scene, thereby realizing natural evolution of the scene atmosphere and improving the immersion and authenticity of the player in the plot interaction process of the game.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a method, apparatus, storage medium, and computer device for adjusting game audio for character status. Background Technology

[0002] With the development of game development technology, game scenes are gradually moving towards higher immersion, higher interactivity, and greater intelligence. For example, in game scenes that contain rich narrative and role-playing elements, game audio is a core sensory element for creating the atmosphere and enhancing player immersion. As players progress through the story and interact with virtual characters, game audio directly affects their perception of the plot's tension and the characters' states.

[0003] Furthermore, to enhance the realism and interactivity of game scenes, game developers typically simulate and intervene in the states of virtual characters based on plot development and player actions, enabling these characters to exhibit richer behavioral logic and interactive feedback. However, when the state of a virtual character changes, relying solely on visual elements such as animation and dialogue to convey these changes, the background game audio is mostly pre-set fixed audio, which cannot match the needs of the virtual character's state changes. This reduces the player's immersion and realism during the game's plot interactions. Summary of the Invention

[0004] The purpose of this application is to at least solve one of the aforementioned technical defects, particularly the technical defect in the prior art where game audio cannot match the state changes of virtual characters, thereby reducing the player's immersion and realism during game story interaction.

[0005] This application provides a method for adjusting game audio based on character status, the method comprising:

[0006] When a plot interaction event is detected in the game scene, the character status data of the virtual character corresponding to the plot interaction event is collected, and the basic environmental audio of the game scene at the current moment is determined.

[0007] Based on the plot interaction events and the character state data, determine the state change data of the virtual character, and generate an audio adjustment strategy for the plot interaction events based on the state change data;

[0008] The base environment audio is adjusted according to the audio adjustment strategy to obtain the target environment audio.

[0009] Optionally, the collection of character state data of the virtual character corresponding to the plot interaction event includes:

[0010] Determine the event type of the plot interaction event, and determine the virtual character in the game scene corresponding to the plot interaction event based on the event type;

[0011] Collect real-time status parameters of the virtual character; the real-time status parameters include emotional status parameters, physiological status parameters, and behavioral status parameters;

[0012] The virtual character's status data is generated based on the event type and the real-time status parameters.

[0013] Optionally, the collection of the virtual character's real-time status parameters includes:

[0014] When there is only one virtual character, the emotional state parameters, physiological state parameters and behavioral state parameters of the virtual character are directly collected to form real-time state parameters;

[0015] When there are multiple virtual characters, the emotional state parameters, physiological state parameters and behavioral state parameters of each individual virtual character are collected to obtain multiple individual state parameters;

[0016] The individual state data are aggregated and analyzed to obtain the group state parameters, and real-time state data is generated based on the group state parameters and the individual state parameters.

[0017] Optionally, determining the basic environmental audio of the game scene at the current moment includes:

[0018] Obtain the time data, weather data, and environmental data of the game scene at the current moment;

[0019] The music type is determined based on the time data, the sound effect combination is determined based on the weather data, and the audio style is determined based on the environmental data.

[0020] The basic environmental audio of the game scene at the current moment is generated based on the music type, the sound effect combination, and the audio style.

[0021] Optionally, generating the basic environmental audio of the game scene at the current moment based on the music type, the sound effect combination, and the audio style includes:

[0022] The track level and background melody corresponding to the music type are determined by a preset music parameter mapping table;

[0023] The base track, rhythm parameters, and volume ratio corresponding to the sound effect combination are determined by a preset sound effect mapping table.

[0024] The reverb parameters and equalizer parameters corresponding to the audio style are determined by a preset style mapping table;

[0025] The basic environmental audio of the game scene at the current moment is generated based on the audio track level, the background melody, the base audio track, the rhythm parameter, the volume ratio, the reverb parameter, and the equalizer parameter.

[0026] Optionally, determining the virtual character's state change data based on the plot interaction events and the character state data includes:

[0027] Obtain the plot data corresponding to the plot interaction event; the plot data includes the event type, interaction level, and interaction duration.

[0028] The target state data of the virtual character is determined based on the event type and the interaction level, and the state change data is generated based on the character state data, the target state data, and the interaction duration.

[0029] Optionally, the audio adjustment strategy for generating the plot interaction event based on the state change data includes:

[0030] The state change data is analyzed to obtain the state change type and intensity of the virtual character.

[0031] The audio adjustment method for the plot interaction event is determined based on the state change type, and the audio adjustment curve for the audio adjustment method is determined based on the state change intensity.

[0032] The audio adjustment strategy for the plot interaction event is generated based on the audio adjustment method and the audio adjustment curve.

[0033] Optionally, the step of parsing the state change data to obtain the state change type and intensity of the virtual character includes:

[0034] State features are extracted from the character state data and target state data in the state change data to obtain the state change direction and state change value of the virtual character;

[0035] The intensity of the virtual character's state change is generated based on the interaction duration and the state change value in the state change data.

[0036] Obtain the event type of the plot interaction event, and perform type analysis on the state change direction based on the event type to obtain the state change type of the virtual character.

[0037] Optionally, determining the audio adjustment method for the plot interaction event based on the state change type includes:

[0038] Determine the audio adjustment label corresponding to the state change type; the audio adjustment label includes soothing, encouraging, warning, and suppressive types;

[0039] When the audio adjustment tag is set to soothing, the audio adjustment method for the interactive story event is determined to be to overlay a soothing audio track and reduce the tempo.

[0040] When the audio adjustment tag is excitation type, the audio adjustment method for the plot interaction event is determined to be to overlay a percussion track and increase the beat frequency;

[0041] When the audio adjustment tag is warning type, the audio adjustment method of the plot interaction event is determined to be superimposing a discordant audio track and performing strobe-style volume modulation;

[0042] When the audio adjustment tag is compression type, the audio adjustment method for the plot interaction event is determined to be superimposing a low-frequency compression audio track and compressing the audio dynamic range.

[0043] Optionally, determining the audio adjustment curve of the audio adjustment method based on the intensity of the state change includes:

[0044] Determine multiple parameter adjustment items in the audio adjustment method, and obtain the parameter mapping function corresponding to each parameter adjustment item;

[0045] Extract the state change value from the state change intensity, and calculate the state change value through each parameter mapping function to obtain the parameter change value of each parameter adjustment item;

[0046] Extract the interaction duration from the intensity of the state change, and perform curve analysis on the change values ​​of each parameter based on the interaction duration to obtain the parameter adjustment curve for each parameter adjustment item;

[0047] The audio adjustment curves of the various parameter adjustment curves are combined to obtain the audio adjustment curve of the audio adjustment method.

[0048] Optionally, adjusting the base environment audio according to the audio adjustment strategy to obtain the target environment audio includes:

[0049] The basic audio track to be adjusted and the target audio track to be superimposed in the basic environmental audio are determined according to the audio adjustment method in the audio adjustment strategy, and the adjustment execution parameters of the basic audio track and the superposition execution parameters of the target audio track are determined according to the audio adjustment curve in the audio adjustment strategy.

[0050] The audio parameters of the base audio track are adjusted according to the adjustment execution parameters to obtain intermediate ambient audio. The target audio track is then superimposed onto the intermediate ambient audio according to the superposition execution parameters to form the target ambient audio.

[0051] Optionally, the method further includes:

[0052] When the plot interaction event is detected to meet the preset end condition, the target environment audio is switched back to the basic environment audio according to the preset audio switching mode.

[0053] This application also provides a game audio adjustment device, including:

[0054] The data acquisition module is used to collect the character status data of the virtual character corresponding to the plot interaction event when a plot interaction event is detected in the game scene, and to determine the basic environmental audio of the game scene at the current moment;

[0055] The audio adjustment module is used to map audio parameters to the character status data, generate an audio adjustment strategy, and adjust the basic environmental audio according to the audio adjustment strategy to obtain the target environmental audio.

[0056] The status update module is used to generate a status intervention effect for the virtual character based on the target environment audio, and update the character status of the virtual character according to the status intervention effect.

[0057] This application also provides a storage medium storing computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform the steps of the game audio adjustment method as described in any of the above embodiments.

[0058] This application also provides a computer device, including: one or more processors, and memory;

[0059] The memory stores computer-readable instructions, which, when executed by the one or more processors, perform the steps of the game audio adjustment method as described in any of the above embodiments.

[0060] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:

[0061] The game audio adjustment method, device, storage medium, and computer equipment provided in this application can automatically collect the character status data of the virtual character corresponding to the event when a plot interaction event is detected in the game scene, and simultaneously determine the basic environmental audio of the game scene at the current moment, providing a data basis for the dynamic matching of subsequent game audio and character status. Subsequently, the state change data of the virtual character can be accurately quantified based on the plot interaction event and character status data, so that the audio adjustment strategy generated based on the state change data can be fully adapted to the dynamic change state of the virtual character in the plot interaction event. The target environmental audio obtained by adjusting the basic environmental audio according to the audio adjustment strategy can also superimpose audio changes that match the character status changes while preserving the original atmosphere of the game scene, realizing the natural evolution of the scene atmosphere, thereby enhancing the player's immersion and realism during the game plot interaction process. Attached Figure Description

[0062] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, 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.

[0063] Figure 1 A schematic diagram of an application architecture provided for an embodiment of this application;

[0064] Figure 2 A flowchart illustrating a game audio adjustment method provided in this application embodiment;

[0065] Figure 3 An interface diagram illustrating the triggering of a plot interaction event, provided as an embodiment of this application;

[0066] Figure 4 An interface diagram showing the real-time status data acquisition results provided in an embodiment of this application;

[0067] Figure 5 This is a schematic diagram of the structure of an audio mapping table provided in an embodiment of this application;

[0068] Figure 6 A flowchart illustrating an audio adjustment strategy generation process provided in this application embodiment;

[0069] Figure 7 This application provides a mapping diagram showing the relationship between adjustment labels and adjustment methods in an embodiment.

[0070] Figure 8This is a schematic diagram of the structure of a game audio adjustment device provided in an embodiment of this application;

[0071] Figure 9 This is a schematic diagram of the internal structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0072] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0073] To enhance the realism and interactivity of game scenes, game developers typically simulate and intervene in the states of virtual characters based on plot development and player actions, enabling these characters to exhibit richer behavioral logic and interactive feedback. However, when the state of a virtual character changes, relying solely on visual elements such as animation and dialogue to convey these changes, and with background game audio mostly being pre-set fixed audio, fails to match the needs of the virtual character's state changes, thus reducing the player's immersion and realism during game story interactions.

[0074] It should be noted that the game audio adjustment method of this application can be applied to various types of game scenarios, such as dialogue scenes in role-playing games, cutscene scenes in open-world games, character interaction scenes in multiplayer online games, and character emotional feedback scenes in simulation management games. This application does not specifically limit its application scenarios. The core of this application lies in adjusting the environmental audio in real time according to the state changes of virtual characters due to plot interactions, making audio an effective medium for conveying the character's inner state, thereby enhancing the player's emotional resonance and game immersion.

[0075] Furthermore, before describing the specific implementation process of this application, the application environment of this application will first be described. Please refer to [link / reference needed]. Figure 1 , Figure 1 A schematic diagram of an application architecture provided for an embodiment of this application; Figure 1The application architecture includes server 110 and client 120. Server 110 can be of various types, such as a game server or audio processing server. It can be used to store game audio data, process character status data, and execute the core logic of game audio adjustment. Server 110 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. Client 120 can be a terminal device such as a smartphone, tablet, personal computer, or game console. Players interact with the game system through the graphical user interface of client 120, triggering and advancing plot interaction events, and listening to the adjusted target environment audio in real time. Server 110 and client 120 establish a communication connection through a network to achieve real-time data transmission and synchronization. For example, client 120 sends trigger signals for plot interaction events and character status data to server 110, and server 110 returns the adjusted target environment audio data.

[0076] It is understood that the above-mentioned game audio adjustment method based on character status can run on personal mobile terminals, on server 110, or on third-party devices to provide real-time game audio adjustment services. The specific game audio adjustment method can run as a program on the above-mentioned devices, or as a system component of the above-mentioned devices, or as a cloud service program. The specific operating mode depends on the actual scenario and is not limited here.

[0077] The specific implementation methods of this application will be described in detail below. For ease of understanding, the game audio adjustment method based on character status proposed in this application will be specifically explained with reference to the accompanying drawings. Figure 2 As shown, Figure 2 A flowchart illustrating a game audio adjustment method provided in this application embodiment may specifically include the following steps:

[0078] S110: When a plot interaction event is detected in the game scene, collect the character status data of the virtual character corresponding to the plot interaction event, and determine the basic environmental audio of the game scene at the current moment.

[0079] In this embodiment, when the game system detects a plot interaction event triggered in the game scene, it can automatically collect the character status data of the virtual character corresponding to the event, and simultaneously determine the basic environmental audio of the game scene at the current moment, providing a data basis for the dynamic matching of subsequent game audio and character status.

[0080] Interactive events in the storyline refer to various events triggered during the game that alter the virtual character's state. These include, but are not limited to, main storyline dialogues, side quest triggers, character attacks, acquisition of key items, triggering special scene interactions, and social interactions with other non-player characters. Character state data is a quantitative representation of the virtual character's current state parameters, including emotional, physiological, and behavioral parameters. These parameters can be directly collected by the game's in-game character state management module. This module can be pre-configured with different specific parameters based on the design requirements of different scenarios; no further limitations are imposed here.

[0081] Specifically, after players enter the game, the game system can monitor various interactive trigger signals in the game scene in real time. If a player triggers a plot interaction event while progressing through the story—such as entering a key dialogue node, triggering a cutscene, completing a task that causes a change in the character's state, or the virtual character experiencing emotional fluctuations due to plot development—the game system can immediately initiate an audio adjustment process based on the triggered event. First, the game system can identify the virtual character associated with the plot interaction event. Then, it collects the virtual character's current state data from the game state management module. This data reflects the virtual character's internal state before the event was triggered, serving as a reference benchmark for subsequently quantifying state changes and generating audio adjustment strategies.

[0082] Meanwhile, the game system can also determine the currently playing background audio in the game scene. This background audio refers to the regular background audio generated and played based on the scene's own attributes when the game scene is not affected by plot interaction events. It constitutes the auditory foundation for players to perceive the atmosphere of the game world. Here, the game system can obtain the audio data that is currently playing or about to play from the audio management module, including the background music that is looping, environmental sound effects, and scene-specific ambient sound tracks. Therefore, when adjusting the audio, this application can do so based on this background audio, rather than completely replacing or regenerating it. This allows for the overlay of audio changes that match the changes in the character's state while preserving the original auditory foundation and atmosphere of the game scene, making the evolution of the scene's atmosphere more natural and coherent, and avoiding the sense of incongruity caused by abrupt audio changes.

[0083] S120: Determine the virtual character's state change data based on plot interaction events and character state data, and generate an audio adjustment strategy for plot interaction events based on the state change data.

[0084] In this step, after determining the character state data and basic environmental audio corresponding to the plot interaction event through step S110, the game system can accurately quantify the state change data of the virtual character based on the plot interaction event and the character state data, so that the audio adjustment strategy generated based on the state change data can fully adapt to the dynamic change state of the virtual character in the plot interaction event.

[0085] Specifically, when generating audio adjustment strategies, the game system can first determine the state change data of the virtual character in this plot interaction event. This state change data mainly reflects the difference and change process between the virtual character's initial state before the event is triggered and the target state expected to be achieved after the event is triggered. For example, in a dialogue-based plot interaction event, when the virtual character learns the truth from the dialogue, the virtual character changes from a calm state to an angry state. The initial state, final state, and duration of this change process can constitute the state change data.

[0086] Furthermore, after acquiring data on the virtual character's state changes, the game system can generate corresponding audio adjustment strategies based on this data. These strategies define how the game system modifies the base environment audio to adapt to the virtual character's state changes. It's important to note that different types of state changes correspond to different audio adjustment methods. For example, when a virtual character needs to transition from a tense to a relaxed state, the audio adjustment strategy can use methods such as slowing down the music tempo, reducing the dynamic range of the volume, and introducing soothing natural sound effects to create a calm atmosphere. Conversely, when a virtual character needs to transition from a depressed to an exhilarating state, the audio adjustment strategy can use methods such as increasing the music tempo, enhancing the rhythm, and introducing bright instrumental timbres to create an uplifting atmosphere. In addition, the audio adjustment strategy can also incorporate the influence of the intensity of the state change on the degree of adjustment; the more drastic the state change, the greater the amplitude of the audio adjustment, thus ensuring that the final audio presentation is synchronized with the degree of the character's state change.

[0087] It is understandable that the state change data in this application can be multi-dimensional, and different dimensions can change simultaneously. For example, a character's emotional state can change from calm to angry, while their physiological state can change from stable to accelerated heart rate, and their behavioral state can change from standing still to agitated. The audio adjustment strategy needs to comprehensively adjust the changes across multiple dimensions. Furthermore, the timing of the audio adjustment strategy's activation can also be consistent with the rhythm of interactive events in the storyline. For example, at crucial moments of emotional outbursts in dialogue, the audio adjustment can reach its peak synchronously, thereby achieving a high degree of synchronization between the auditory experience and the rhythm of the storyline, further enhancing the player's immersion.

[0088] S130: Adjust the base environment audio according to the audio adjustment strategy to obtain the target environment audio.

[0089] In this embodiment, after generating the audio adjustment strategy in step S120, the game system can adjust the target environment audio by adjusting the basic environment audio according to the audio adjustment strategy. It can also superimpose audio changes that match the changes in the character's state while preserving the original atmosphere of the game scene, so as to achieve a natural evolution of the scene atmosphere and thereby enhance the player's immersion and realism during the game's story interaction process.

[0090] Specifically, when adjusting the basic environmental audio, the game system can modify it in multiple dimensions according to the adjustment methods and degrees defined in the audio adjustment strategy. These modifications can include direct adjustments to the original audio parameters, such as adjusting the speed, volume, pitch, and equalizer parameters of the background music, so that the original audio maintains its basic melody and stylistic characteristics while presenting an atmospheric shift that matches the changes in the character's state. They can also include overlaying additional audio elements on top of the basic environmental audio, such as overlaying ambient tracks, special sound effects, or instrument timbres corresponding to the character's emotional state, thereby introducing new auditory layers to convey the character's inner state changes without disrupting the original auditory tone of the scene. Through the adjustment of the original audio elements and the overlay of new audio elements, the target environmental audio obtained in this application can both retain the original auditory identifiers and atmospheric memories of the game scene and present dynamic auditory changes following the evolution of the virtual character's state, allowing players to simultaneously perceive the stability of the scene and the variability of the character's state during the listening process.

[0091] It should be noted that the target environment audio in this application is generated and output in real time. This means the audio adjustment process occurs immediately after a plot interaction event is triggered, allowing players to hear the adjusted audio effects as the story progresses, without waiting for the audio file to reload or switch. This real-time processing ensures the synchronization between audio adjustment and plot interaction, enabling auditory feedback to closely follow the rhythm of changes in the virtual character's state. This avoids the asynchrony where the character's state has changed but the audio remains out of sync, thus maximizing the player's immersive experience during game plot interactions.

[0092] In the above embodiments, when a plot interaction event is detected in the game scene, this application can automatically collect the character state data of the virtual character corresponding to the event, and simultaneously determine the basic environmental audio of the game scene at the current moment, providing a data basis for the dynamic matching of subsequent game audio and character state; subsequently, the state change data of the virtual character can be accurately quantified based on the plot interaction event and character state data, so that the audio adjustment strategy generated based on the state change data can be fully adapted to the dynamic change state of the virtual character in the plot interaction event. The target environmental audio obtained by adjusting the basic environmental audio according to the audio adjustment strategy can also superimpose audio changes that match the character state changes while retaining the original atmosphere of the game scene, realizing the natural evolution of the scene atmosphere, thereby enhancing the player's immersion and realism in the game plot interaction process.

[0093] In one embodiment, the process of collecting the character state data of the virtual character corresponding to the plot interaction event in step S110 may include:

[0094] S111: Determine the event type of the plot interaction event, and determine the virtual character in the game scene corresponding to the plot interaction event based on the event type.

[0095] S112: Collect real-time status parameters of the virtual character; real-time status parameters include emotional status parameters, physiological status parameters and behavioral status parameters.

[0096] S113: Generate the virtual character's status data based on the event type and real-time status parameters.

[0097] In this embodiment, as Figure 3 As shown, Figure 3 An interface diagram illustrating the triggering of a plot interaction event, provided as an embodiment of this application; Figure 3 When the game system detects a plot interaction event, it can first determine the event type of the plot interaction event, and then determine the virtual character in the game scene corresponding to the plot interaction event based on the event type. This allows the system to collect the virtual character's real-time status parameters, such as emotional state parameters, physiological state parameters, and behavioral state parameters. Finally, the game system can generate the virtual character's character status data based on the event type and real-time status parameters.

[0098] Specifically, since different types of plot interaction events correspond to different audio adjustment requirements and character state change logic, after a plot interaction event is triggered, the game system can match the relevant identifier information of the plot interaction event from a preset event configuration table to determine its event type. The event type can be categorized based on the nature of the plot interaction content, such as comforting events, encouraging events, warning events, and suppressive events. Different types of events have significant differences in narrative function, and the resulting character state changes and audio adjustment requirements also vary. After determining the event type, the game system can also determine the virtual character in the game scene corresponding to this plot interaction event based on that event type. For example, it can determine the target character to focus on based on preset event-character mapping rules, without any restrictions.

[0099] Subsequently, the game system can collect real-time state parameters from the state management module, encompassing multiple dimensions of the virtual character. These real-time state parameters refer to specific quantitative indicators reflecting the virtual character's current internal state, such as emotional state parameters, physiological state parameters, and behavioral state parameters. Emotional state parameters characterize the virtual character's current emotional tendency and intensity, such as different emotion types like joy, sadness, and anger, and their corresponding intensity values. Physiological state parameters characterize the virtual character's physical functions and physiological response levels, such as heart rate, respiratory rate, and body surface temperature. Behavioral state parameters characterize the virtual character's current physical performance and behavioral tendencies, such as the state of standing, walking, and running, as well as the amplitude and frequency of these movements.

[0100] Understandably, based on the time type of the plot interaction event and the real-time state parameters of the virtual character, the game system can generate the virtual character's state data. Therefore, it not only contains the parameter values ​​of the original state, but also combines the semantic information of the event type, which can more accurately express the meaning of the virtual character's state in the current interaction scenario, providing a comprehensive and accurate data foundation for subsequent audio adjustments.

[0101] In one embodiment, the process of collecting real-time status parameters of the virtual character in step S112 may include:

[0102] S1121: When there is only one virtual character, the emotional state parameters, physiological state parameters and behavioral state parameters of the virtual character are directly collected to form real-time state parameters.

[0103] S1122: When there are multiple virtual characters, collect the emotional state parameters, physiological state parameters and behavioral state parameters of each individual in the virtual characters to obtain multiple individual state parameters.

[0104] S1123: Perform aggregate analysis on the state data of each individual to obtain the group state parameters, and generate real-time state data based on the group state parameters and the state parameters of each individual.

[0105] In this embodiment, the virtual character corresponding to the plot interaction event can be one or multiple. When there is one virtual character, the game system can directly collect the emotional state parameters, physiological state parameters, and behavioral state parameters of the virtual character to form real-time state parameters. When there are multiple virtual characters, the game system can collect the emotional state parameters, physiological state parameters, and behavioral state parameters of each individual virtual character to obtain multiple independent individual state data. Then, the system can aggregate and analyze the individual state data to obtain group state parameters and generate real-time state data based on the group state parameters and the individual state parameters.

[0106] Understandably, the number of virtual characters involved in plot interaction events varies depending on the specific context of the game. For example, in a story scenario where one player completes a level, there is usually only one core object whose state changes; however, in a story scenario involving collective conflict, multiple virtual characters may experience state changes simultaneously. In this case, audio adjustments need to comprehensively consider the overall state tendency of the group, rather than focusing solely on a single individual. Therefore, this application can employ different state acquisition schemes to address the differences in the number of virtual characters, ensuring that the acquisition results are adaptable to plot interaction scenarios of varying scales and complexities.

[0107] Specifically, when there is only one virtual character, the game system can collect the character's status from the status management module, reading data such as the character's emotional state parameters, physiological state parameters, and behavioral state parameters. These parameters are then integrated to form the character's real-time status parameters. Since the data collection process for a single character is relatively straightforward, and the data from all three dimensions comes from the same data source, no additional data fusion processing is required, allowing for rapid data collection.

[0108] When there are multiple virtual characters, the game system can iterate through all virtual characters related to the plot interaction event, read the independent individual state parameters of each virtual character from the state management module, and then aggregate and analyze these individual state data to extract the overall state characteristics of the group from the dispersed states of multiple individuals. This includes the group's dominant emotional tendency, the central tendency and dispersion of the group's emotional intensity, the common characteristics of the group's physiological state, and the consistency of the group's behavioral state. Subsequently, the game system can generate real-time state data based on the group state parameters and the individual state parameters. Therefore, this real-time state data contains both group state parameters that reflect the overall state tendency of the group and retains the state details of each individual, allowing subsequent audio adjustment strategies to effectively balance the relationship between the whole and the individuals in the group scene.

[0109] For example, such as Figure 4 As shown, Figure 4 An interface diagram showing the status data acquisition results provided in an embodiment of this application; Figure 4 The example illustrates a "tomb entrance opens" interactive event. The virtual characters form an exploration team of three: a warrior, a mage, and a ranger. The warrior's alertness level is 75, heart rate is normal, and they are gripping their sword in readiness. The mage's tension level is 85, heart rate is slightly fast, and they are looking around. The ranger's excitement level is 70, heart rate is slightly fast, and they are crouching to observe the ground. By aggregating and analyzing the individual status data of each member, the group status parameter is determined to be alert, with an average emotional intensity of 76.7. Based on the individual and group status parameters, the game system can construct the exploration team's real-time status data.

[0110] In one embodiment, the process of determining the basic environmental audio of the game scene at the current moment in step S110 may include:

[0111] S114: Obtain the game scene's time data, weather data, and environmental data at the current moment.

[0112] S115: Determine the music type based on time data, determine the sound effect combination based on weather data, and determine the audio style based on environmental data.

[0113] S116: Generate basic environmental audio for the game scene at the current moment based on music type, sound effect combination, and audio style.

[0114] In this embodiment, when generating the basic environmental audio of the current game scene, the game system can first obtain the time data, weather data, and environmental data of the game scene at the current moment. Then, it can determine the music type based on the time data, determine the sound effect combination based on the weather data, and determine the audio style based on the environmental data. In this way, it can generate the basic environmental audio of the game scene at the current moment based on the music type, sound effect combination, and audio style.

[0115] Understandably, the basic environmental audio is synthesized or dynamically selected in real time by the game system based on the multi-dimensional environmental state of the game scene. These environmental states can include three levels: time data, weather data, and environmental data. Among them, time data reflects the current time point in the game, such as morning, noon, dusk, or late at night, with different music types corresponding to different time periods; weather data reflects the current weather conditions of the game scene, such as sunny, cloudy, rainy, snowy, or foggy, with different sound effect combinations corresponding to different weather conditions; and environmental data reflects the geographical location and spatial attributes of the game scene, such as forest, grassland, desert, town, palace, or dungeon, with different environments corresponding to different audio styles.

[0116] Among them, music genre refers to the style, tonality, and emotional tone of the game audio, focusing on melodic and harmonic music content, which determines the overall style of the background melody that plays continuously in the scene; sound effect combination refers to the specific collection of various environmental sound effects, focusing on concrete and realistic sound elements, which are mainly composed of multiple independent sound effect materials combined according to certain rules, used to create an auditory realism and immersion in the scene; audio style refers to the parameter configuration for post-processing of the overall audio signal, focusing on the spatial attributes and spectral characteristics of the sound, which defines the acoustic spatial sense and frequency response characteristics of the basic environmental audio, such as reverberation level and equalizer adjustment, so that the listening experience of the audio matches the visual space of the game scene.

[0117] Specifically, the game system can obtain time, weather, and environmental data for the current game scene through the environment management module. This allows it to match corresponding music types based on the time data; for example, light and gentle woodwind melodies can be used in the early morning, warm and soothing string melodies in the evening, and tranquil and ethereal piano solos in the late night, ensuring the music style is synchronized with the game's time rhythm. Next, it can match corresponding sound effect combinations based on weather data. For example, birdsong and breezes can be added on sunny days, raindrops and distant thunder on rainy days, and the subtle friction of falling snowflakes and howling wind on snowy days, matching the environmental sound effects with the visualized weather. Finally, it can match corresponding audio styles based on environmental data. For example, natural reverberation and a sense of open space can be used for forest scenes, moderate reverberation with ambient sounds of people moving around can be used for town scenes, and high attenuation, low reverberation, and a sense of enclosed space can be used for dungeon scenes, ensuring the spatial attributes and stylistic characteristics of the audio remain consistent with the visual presentation of the scene.

[0118] Subsequently, the game system can use the background melody corresponding to the music type as the main audio layer, the environmental sound effects corresponding to the sound effect combination as the atmosphere filling layer, and the reverb and equalization parameters corresponding to the audio style as the global rendering layer. Through multi-layer overlay and parameter settings, it can finally output a complete basic environmental audio as the standard auditory presentation of the current game scene when there are no plot interaction events. This provides a clear original reference and operational basis for subsequent audio adjustments based on changes in the character's state.

[0119] In one embodiment, the process of generating the basic environmental audio of the game scene at the current moment based on music type, sound effect combination, and audio style in step S116 may include:

[0120] S1161: Determine the track level and background melody corresponding to the music type through a preset music parameter mapping table.

[0121] S1162: Determine the base track, rhythm parameters, and volume ratio corresponding to the sound effect combination through a preset sound effect mapping table.

[0122] S1163: Determine the reverb and equalizer parameters corresponding to the audio style using a preset style mapping table.

[0123] S1164: Generates the basic ambient audio of the game scene at the current moment based on the audio track level, background melody, base track, rhythm parameters, volume ratio, reverb parameters, and equalizer parameters.

[0124] In this embodiment, as Figure 5 As shown, Figure 5 This is a schematic diagram of the structure of an audio mapping table provided in an embodiment of this application; Figure 5 The game system includes a music parameter mapping table, a sound effect mapping table, and a style mapping table. Therefore, after determining the music type, sound effect combination, and audio style, the game system can determine the corresponding audio track level and background melody through the music parameter mapping table, the basic audio track, rhythm parameters, and volume ratio corresponding to the sound effect combination through the sound effect mapping table, and the reverb parameters and equalizer parameters corresponding to the audio style through the style mapping table. After obtaining the data of each parameter, the game system can generate the basic environmental audio of the game scene at the current moment based on this parameter data.

[0125] Specifically, the music parameter mapping table pre-stores the correspondence between different music genres, track levels, and background melody files. Track levels define the primary and secondary importance and soundstage position of the music within the overall audio mix; for example, the primary track carries the core melody, the secondary track provides harmonic support, and the ambient track creates spatial atmosphere. Background melodies correspond to specific audio file identifiers or sheet music data, and the game system loads the corresponding melody fragments from the audio resource library based on these identifiers. Through the music parameter mapping table, the game system can quickly convert music genres such as twilight strings and morning woodwinds into specific track configurations and melody materials.

[0126] The sound effect mapping table pre-stores the correspondence between different environmental sound effects and basic audio track files, rhythm parameters, and volume ratios. The basic audio track is the original audio material that constitutes the environmental sound effects, such as rain sound samples, wind sound samples, and birdsong samples. The rhythm parameters define the trigger mode and loop period of the sound effect on the time axis. For example, continuous sound effects (such as wind sounds) use a continuous playback mode, while intermittent sound effects (such as birdsong) use a periodic trigger mode. The volume ratio defines the relative loudness relationship of different sound effects in the overall mix, thereby ensuring that various sound effects do not mask each other and form a layered, natural, and harmonious environmental listening experience.

[0127] The style mapping table pre-stores the correspondence between different scene styles and reverberation and equalizer parameters. The reverberation parameters simulate the sound reflection characteristics of different spatial environments, including sub-parameters such as reverberation time, early reflection intensity, and diffusion. For example, a forest scene corresponds to a longer reverberation time and a higher diffusion, while a dungeon scene corresponds to a shorter reverberation time and a lower diffusion. The equalizer parameters adjust the gain of different frequency bands to suit the auditory needs of different scenes. For example, in a snow scene, the brightness of high frequencies is appropriately increased, while in a cave scene, the depth of low frequencies is appropriately enhanced. Through the style mapping table, the game system can convert scene styles such as forests, towns, and dungeons into specific audio effects parameters, giving the basic environmental audio spatial attributes and spectral characteristics consistent with the visual scene.

[0128] After obtaining various audio parameters through a mapping table, this application allows the game system to determine the audio material of the main track and its sound field position in the mix based on the track level and background melody; determine the audio material contained in the environmental sound effect layer, its playback time, and relative loudness based on the basic track, rhythm parameters, and volume ratio; and set the global audio effects based on reverb parameters and equalizer parameters. Subsequently, the system mixes and synthesizes the audio materials from each layer according to the corresponding parameter settings, ultimately outputting complete basic environmental audio. It should be noted that the generation process of the basic environmental audio can be completed in real time within the audio engine, ensuring that players can immediately hear audio content matching the current environmental state when entering the game scene.

[0129] In one embodiment, the process of determining the virtual character's state change data based on plot interaction events and character state data in step S120 may include:

[0130] S121: Obtain the plot data corresponding to the plot interaction event; the plot data includes the event type, interaction level, and interaction duration.

[0131] S122: Determine the target state data of the virtual character based on the event type and interaction level, and generate state change data based on the character state data, target state data and interaction duration.

[0132] In this embodiment, when the game system determines the state change data of the virtual character, it can first obtain the plot data corresponding to the plot interaction event, including data such as event type, interaction level and interaction duration; then it can determine the target state data of the virtual character based on the event type and interaction level, and generate state change data according to the character state data, target state data and interaction duration.

[0133] Among these, "Event Type" refers to the category to which the story interaction event belongs, and it determines the basic direction of the state change. "Interaction Level" refers to the degree to which the story interaction event affects the virtual character's state, and it determines the basic magnitude of the state change. "Interaction Duration" refers to the length of time from triggering to completing the story interaction event, which is the transition time required for the character's state to change from the initial state to the target state, and it determines the basic rhythm of the state change.

[0134] Specifically, the game system can retrieve the basic attribute data of the currently triggered plot interaction event from the plot management module, extracting three core parameters: event type, interaction level, and interaction duration. Subsequently, the game system can determine the target state data that the virtual character should achieve after the completion of this plot interaction event based on the event type and interaction level. This target state data is a quantitative description of the endpoint of the virtual character's state change, and it also includes three dimensions: emotional state parameters, physiological state parameters, and behavioral state parameters, reflecting the expected state of the virtual character after experiencing this plot interaction. Based on the character state data, target state data, and interaction duration, the game system can generate state change data for the virtual character, providing sufficient basis for subsequent audio adjustments. Furthermore, this application can determine the target state data according to a preset event-state mapping rule, which predefines the target state parameter values ​​corresponding to different types and levels of events.

[0135] For example, when the event type is alert and the interaction level is high, the corresponding target state can be emotional tension with an intensity value of 80, heart rate accelerating to 90 beats per minute, and behavior changing to a "defensive posture"; when the event type is comforting and the interaction level is medium, the corresponding target state can be emotional calm with an intensity value of 60, heart rate returning to normal, and behavior changing to a "relaxed sitting posture".

[0136] In one embodiment, such as Figure 6 As shown, Figure 6 A flowchart illustrating an audio adjustment strategy generation process provided in this application embodiment; Figure 6 In step S120, the process of generating an audio adjustment strategy for plot interaction events based on state change data may include:

[0137] S123: Perform state analysis on the state change data to obtain the state change type and intensity of the virtual character.

[0138] S124: Determine the audio adjustment method for plot interaction events based on the type of state change, and determine the audio adjustment curve based on the intensity of the state change.

[0139] S125: Generate audio adjustment strategies for story interaction events based on audio adjustment methods and audio adjustment curves.

[0140] In this embodiment, after determining the state change data of the virtual character, the game system can first perform state parsing on the state change data to obtain the state change type and state change intensity of the virtual character. Then, based on the state change type, it determines the audio adjustment method for the plot interaction event, and based on the state change intensity, it determines the audio adjustment curve for the audio adjustment method. Subsequently, it can generate the audio adjustment strategy for the plot interaction event based on the audio adjustment method and the audio adjustment curve.

[0141] Understandably, while state change data contains information about the direction and magnitude of the change from the initial state to the target state, it cannot be directly used for audio adjustment. Therefore, the game system needs to first parse it into state change types and intensities that the system can recognize. The state change type describes the nature or category of the virtual character's state change. It reflects the nature of the state transition experienced by the virtual character in this story interaction, such as from relaxation to tension, from depression to excitement, or from anxiety to calm. Different types of state transitions correspond to different audio processing logics. The state change intensity reflects the magnitude and intensity of the change. A larger magnitude indicates a more intense state change, and the audio adjustment should be correspondingly larger. Furthermore, the interaction duration also affects the perception of state change intensity; for example, a 20-minute emotional change completed within 5 seconds will result in a drastically different auditory change compared to one completed within 30 seconds.

[0142] Specifically, after obtaining the type and intensity of state changes through state analysis, the game system can determine the audio adjustment method for interactive events based on the state change type. This audio adjustment method defines what kind of modifications need to be made to the base environment audio to adapt to a specific type of state change. For example, when the state change type shifts from relaxation to tension, the audio adjustment method can use overlaying dissonant tracks and strobe volume modulation to create a sense of unease; when the state change type shifts from depression to exhilaration, the audio adjustment method can use overlaying percussion tracks and increasing the beat frequency to create a sense of uplift; when the state change type shifts from anxiety to calmness, the audio adjustment method can use overlaying soothing tracks and decreasing the tempo to create a sense of tranquility. Different audio adjustment methods correspond to different combinations of audio processing operations, which can determine what kind of changes will occur in the base environment audio at the level of track composition and effects processing.

[0143] After determining the audio adjustment method, the game system can also determine the audio adjustment curve under that method based on the intensity of the state change. This audio adjustment curve defines the specific trajectory of various audio adjustment parameters changing over time during the duration of the story interaction event. The magnitude of change in the intensity of the state change determines the peak amplitude of the adjustment curve; the greater the magnitude, the greater the extreme values ​​of the audio parameters. The interaction duration in the intensity of the state change determines the time span of the adjustment curve; the longer the interaction duration, the smoother the adjustment process unfolds on the timeline, and vice versa. The audio adjustment curve can be linearly gradual, exponentially or logarithmically changing, or it can abruptly change at a specific point in time. Different curve shapes adapt to different rhythms of story interaction scenarios, and no restrictions are placed here. For example, in tense dialogues, the audio adjustment curve can be relatively flat in the early stages of the dialogue, then sharply rise to its peak at the key lines of emotional outburst; in soothing and comforting scenarios, the audio adjustment curve can change evenly and slowly throughout.

[0144] In one embodiment, the process of parsing the state change data in step S123 to obtain the state change type and intensity of the virtual character may include:

[0145] S1231: Extract state features from the character state data and target state data in the state change data to obtain the direction and value of the virtual character's state change.

[0146] S1232: Generate the intensity of the virtual character's state change based on the interaction duration and state change value in the state change data.

[0147] S1233: Obtain the event type of the plot interaction event, and perform type analysis on the direction of state change based on the event type to obtain the state change type of the virtual character.

[0148] In this embodiment, when parsing state change data, the game system can first extract state features from the character state data and target state data in the state change data to obtain the state change direction and state change value of the virtual character. Then, based on the interaction duration and state change value in the state change data, the system can generate the state change intensity of the virtual character. At the same time, the system can obtain the event type of the plot interaction event and perform type analysis on the state change direction based on the event type to obtain the state change type of the virtual character.

[0149] Specifically, the game system can extract state features from the character state data and target state data in the state change data to obtain the direction and value of the virtual character's state change. The core of state feature extraction here is to compare and quantify the differences in multi-dimensional state parameters, that is, to compare the character state data and target state data item by item in the same dimension, such as comparing the change in emotional intensity from 65 points to 85 points, the change in heart rate from 72 beats / minute to 95 beats / minute, and the change in behavioral state from relaxed standing to stiff backing, etc. The direction and value of the state change are determined by calculating the difference values ​​of each dimension.

[0150] The direction of state change describes the dimensional affiliation and trend of the state change, such as whether the change occurs in the emotional or physiological dimension, and whether it is a positive or negative change. This directional information is an important basis for subsequent judgment of the type of state change. The state change value is a quantitative representation of the magnitude of the change. The game system can combine the difference values ​​of each dimension according to preset weights to obtain a comprehensive state change value, or it can retain the independent difference values ​​of each dimension for subsequent dimensional processing.

[0151] Furthermore, the game system can generate the intensity of a virtual character's state change based on the interaction duration and state change value in the state change data. This intensity primarily reflects the drastic and urgency of the virtual character's state change, requiring consideration of both the magnitude of the change and the time it takes. For example, the same state change value completed within a shorter interaction duration indicates a more drastic and impactful change, thus resulting in a higher intensity. Conversely, a gradual completion within a longer interaction duration indicates a smoother and gentler change, with a relatively lower intensity. Here, the game system can use a pre-defined intensity calculation function, taking the state change value and interaction duration as input parameters, to calculate a comprehensive state change intensity value. This intensity value can be a scalar value or a vector containing multiple independent intensity values. For instance, the intensity of emotional changes and the intensity of physiological changes can be calculated separately to accommodate the different weights of different dimensions of state changes on audio adjustments in different scenarios.

[0152] Simultaneously, the game system can also acquire the event type of the plot interaction event and perform type analysis on the direction of state change based on the event type to obtain the state change type of the virtual character. It should be noted that the extracted state change direction only describes the direction in which the state changes, without assigning a specific semantic category to the change. For example, the same increase in emotional intensity might correspond to a "from relaxed to tense" warning change in a warning event, while in an inspirational event it might correspond to a "from depressed to excited" inspirational change. Although the quantitative values ​​may be similar, the underlying narrative meaning and the required audio adjustment logic are completely different. Therefore, the system needs to acquire the event type of the plot interaction event as a semantic reference, interpreting and classifying the state change direction within the context of the event type to obtain a state change type with a clear semantic label. Different state change types correspond to different subsequent audio adjustment methods.

[0153] In one embodiment, the process of determining the audio adjustment method for the plot interaction event based on the state change type in step S124 may include:

[0154] S1241: Determine the audio adjustment label corresponding to the state change type; audio adjustment labels include soothing, encouraging, warning and suppressive types.

[0155] S1242: When the audio adjustment tag is set to soothing, determine that the audio adjustment method for interactive events is to overlay a soothing track and reduce the tempo.

[0156] S1243: When the audio adjustment tag is set to Incentive, determine that the audio adjustment method for the plot interaction event is to overlay a percussion track and increase the beat frequency.

[0157] S1244: When the audio adjustment label is warning type, determine that the audio adjustment method for the plot interaction event is to overlay the discordant audio track and perform strobe volume modulation.

[0158] S1245: When the audio adjustment tag is compression type, determine that the audio adjustment method for plot interaction events is to overlay a low-frequency compression track and compress the audio dynamic range.

[0159] In this embodiment, after determining the state change type of the virtual character, the game system can map different semantic types of state changes to corresponding audio adjustment tags according to a pre-established mapping relationship between state change types and audio adjustment tags. Each tag predefines a set of standard audio processing operation combinations, thereby converting abstract narrative semantics into specific, executable audio engineering instructions. This ensures that the generation process of the audio adjustment strategy retains both the semantic accuracy at the narrative level and the operability at the audio processing level.

[0160] It is understandable that, such as Figure 7 As shown, Figure 7 This application provides a mapping diagram showing the relationship between adjustment labels and adjustment methods in an embodiment. Figure 7 In this application, the preset audio adjustment tags include at least soothing, encouraging, warning, and suppressive tags. These tags can cover the most common state change directions of virtual characters in game plot interactions and form a semantic correspondence with event types and state change types. Among them, the soothing tag corresponds to the situation where the virtual character changes from a negative state such as tension, anxiety, or sadness to a calm, relaxed, and stable state, such as when the character's emotions gradually calm down after being comforted; the encouraging tag corresponds to the situation where the virtual character changes from a depressed, low, or confused state to an excited, enthusiastic, and determined state, such as when the character regains confidence after being encouraged; the warning tag corresponds to the situation where the virtual character changes from a relaxed and calm state to a tense, alert, or shocked state, such as when the character discovers danger or learns a shocking truth; and the suppressive tag corresponds to the situation where the virtual character changes from an excited and high-spirited state to a repressed, dull, and submissive state, such as when the character suffers a blow or faces irresistible pressure.

[0161] Specifically, when the audio adjustment tag is set to "soothing," meaning in a story interaction scene where the virtual character needs to calm down after experiencing intense conflict, the game system can determine that the audio adjustment method is to overlay a soothing soundtrack and reduce its tempo. In more detail, the game system can overlay a soothing ambient soundtrack played by gentle instruments such as piano, harp, flute, or strings on top of the base ambient audio. This soundtrack typically uses slow arpeggios, gentle harmonic progressions, and a wide dynamic range to create a calm and peaceful auditory experience. At the same time, the game system can reduce the tempo of the background music in the base ambient audio, for example, reducing the original beat rate from 120 beats per minute to about 80 beats per minute, weakening the music's progression and thus matching the character's transition from a tense to a calm state.

[0162] When the audio adjustment tag is set to "Inspiring," meaning in interactive story scenarios where a virtual character gains power, resolves to fight back, or embraces a challenge, the game system can determine that the audio adjustment method is to overlay a percussion track and increase the beat frequency. In more detail, the game system can overlay a rhythmic track primarily composed of percussion instruments such as timpani, snare drums, and cymbals onto the base ambient audio. This track typically employs a distinct rhythmic pattern and crescendos to create an uplifting and invigorating auditory experience. Simultaneously, the game system can increase the beat frequency of the background music, for example, increasing the beat rate from 120 beats per minute to 140 beats per minute or even faster, enhancing the music's dynamism and thus aligning with the character's transition from a depressed to an invigorated state.

[0163] When the audio adjustment tag is set to "alert," meaning in interactive story scenarios where a virtual character discovers danger, learns the truth, or faces immense pressure, the game system can determine that the audio adjustment method is to overlay a dissonant audio track and apply stroboscopic volume modulation. In more detail, the game system can overlay a dangerous atmosphere audio track on top of the base ambient audio, characterized by dissonant intervals such as augmented fourths and minor ninths, and unconventional timbres such as the sharp sounds of electronic synthesizers and unconventional bowed string playing techniques. This track creates an unsettling, tense, and oppressive auditory experience. Simultaneously, the game system can apply stroboscopic volume modulation to the background music or the overlaid dissonant audio track, periodically and rapidly attenuating and recovering the audio signal's volume at fixed or randomly varying frequencies, producing a flickering or pulse-like auditory effect, further enhancing the auditory unease and sense of urgency.

[0164] When the audio adjustment tag is set to "Suppressive," meaning in interactive story scenarios where a virtual character suffers a major blow, is oppressed by a powerful force, or falls into despair, the game system can determine that the audio adjustment method is to overlay a low-frequency oppressive sound track and compress the audio dynamic range. In more detail, the game system can overlay a oppressive sound track dominated by ultra-low frequency sound waves, such as sustained bass or low-frequency pulses at 30-60Hz, onto the base ambient audio. This sound track creates a heavy, oppressive, and suffocating auditory experience. Simultaneously, the game system can apply dynamic range compression to the overall mix, reducing the loudness difference between the loudest and quietest sounds in the audio signal, making the overall audio more muffled, tight, and lacking breathability and clarity, thus matching the character's transition from an excited state to a suppressed one.

[0165] For example, in a dialogue scene, the virtual character's state changes from calm to shock, and the corresponding audio adjustment tag is "alarm." Based on the "alarm" tag, the game system can determine the audio adjustment method for this dialogue interaction event as follows: A dangerous ambient sound track, primarily composed of dissonant intervals and containing sharp synthesizer sounds, is overlaid on the base ambient audio. Simultaneously, a strobe-like volume modulation effect is applied to this sound track and the background music, with a modulation frequency set to approximately 60 times per minute, corresponding to the character's accelerating heart rate. When this adjustment is executed, players will hear dissonant intervals and strobe-like volume fluctuations gradually permeating the originally tranquil and soothing forest background music as the dialogue progresses. The overall auditory atmosphere gradually shifts from peaceful and serene to tense and uneasy, synchronously echoing the virtual character's psychological change from calm to shock.

[0166] In one embodiment, the process of determining the audio adjustment curve based on the intensity of the state change in step S124 may include:

[0167] S1246: Determine multiple parameter adjustment items in the audio adjustment method, and obtain the parameter mapping function corresponding to each parameter adjustment item.

[0168] S1247: Extract the state change value from the state change intensity, and calculate the state change value through each parameter mapping function to obtain the parameter change value of each parameter adjustment term.

[0169] S1248: Extract the interaction duration from the intensity of state change, and perform curve analysis on the change values ​​of each parameter based on the interaction duration to obtain the parameter adjustment curve for each parameter adjustment item.

[0170] S1249: Combine the adjustment curves of each parameter to obtain the audio adjustment curve of the audio adjustment method.

[0171] In this embodiment, after determining the audio adjustment method, the game system can identify multiple parameter adjustment items within the audio adjustment method and obtain the parameter mapping function corresponding to each parameter adjustment item. Then, it can extract the state change value from the state change intensity and calculate the state change value using each parameter mapping function to obtain the parameter change value for each parameter adjustment item. It can also extract the interaction duration from the state change intensity and perform curve analysis on each parameter change value based on the interaction duration to obtain the parameter adjustment curve for each parameter adjustment item. Finally, the game system can combine the various parameter adjustment curves to obtain the audio adjustment curve of the audio adjustment method, so that the final audio adjustment effect is precisely synchronized with the state change process of the virtual character in terms of amplitude and rhythm.

[0172] Specifically, the game system can first determine the multiple parameter adjustment items included in the audio adjustment method to ensure that the subsequent adjustment curve generation covers all audio parameters that need to be changed; each parameter adjustment item corresponds to a specific audio processing operation, such as the volume of the overlay track, the speed of the background music, the frequency band gain of the equalizer, the reverb duration, the threshold of dynamic compression, the depth and frequency of stroboscopic modulation, etc. Different types of audio adjustment methods contain different numbers and types of parameter adjustment items.

[0173] Subsequently, the game system can obtain the parameter mapping function corresponding to each parameter adjustment item. This parameter mapping function defines the mathematical relationship between the state change value and the final adjustment range of the parameter adjustment item. Different parameter adjustment items may have different mapping function forms. For example, parameters such as the volume of the superimposed audio track may use a linear mapping, that is, the larger the state change value, the linearly larger the volume increase. Parameters such as the frequency modulation depth may use a non-linear mapping. For example, an exponential mapping makes the parameter change slowly when the state change is small and increases sharply when the state change is large, or a logarithmic mapping makes the parameter change rapidly in the early stage of the state change and tend to saturate in the later stage. It should be noted that the specific form of the parameter mapping function in this application can be based on psychoacoustic experimental data or the experience preset of audio designers to ensure that the adjustment range of each parameter matches the auditory perception of the state change range, avoiding imbalances such as a large state change range but a weak audio adjustment effect, or a small state change range but an over-adjustment of the audio.

[0174] Furthermore, the game system can extract the state change value from the state change intensity and calculate the parameter change value for each parameter adjustment item using the mapping functions of each parameter. For example, when the state change value is 20 minutes, the audio track volume is calculated to have a parameter change value of +6dB using its mapping function, and the strobe modulation depth is calculated to have a parameter change value of 40%. These parameter change values ​​correspond to the target adjustment amount of their respective parameters at the end of the event. Next, the game system can perform curve analysis on the parameter change values ​​based on the interaction duration in the state change intensity to obtain the parameter adjustment curve for each parameter adjustment item. The core of curve analysis here is to determine the specific trajectory shape of each audio parameter from the initial state change to the parameter change value on the time axis. When determining the trajectory shape, the game system needs to consider at least two factors: first, the total time span of the adjustment, which is determined by the interaction duration; for example, a 15-second dialogue corresponds to a completely different time scale than a 60-second cutscene; second, the rhythm pattern of the adjustment, i.e., whether the adjustment is completed quickly in the early stage of the interaction and maintained in the later stage, or changes evenly throughout, or bursts out in the later stage of the interaction. Therefore, the game system can select different curve shapes for different parameter adjustment items according to the event type and narrative rhythm of the plot interaction events. For example, in warning events, the volume of the superimposed audio track can follow an S-shaped curve, that is, gradually increase from slow to fast and then slow again, so that the penetration of discordant elements reaches its peak when the emotions explode in the middle of the dialogue. In incentive events, the increase in beat frequency can adopt a linear curve to change evenly, creating a stable upward sense of momentum.

[0175] After the game system generates independent parameter adjustment curves for each parameter adjustment item, these curves can be combined to obtain a complete audio adjustment curve for the audio adjustment method. This audio adjustment curve is essentially a collection of multiple parameter adjustment curves, containing the complete change trajectory of all parameter adjustment items in this audio adjustment method on the time axis. Each parameter has a clear target value at each point in time. Therefore, when the audio engine performs adjustments, it only needs to drive each parameter item by item according to the time axis to achieve a complete audio evolution effect.

[0176] In one embodiment, step S130, which involves adjusting the base ambient audio according to an audio adjustment strategy to obtain the target ambient audio, may include:

[0177] S131: Determine the base audio track to be adjusted and the target audio track to be superimposed in the base environment audio according to the audio adjustment method in the audio adjustment strategy, and determine the adjustment execution parameters of the base audio track and the superposition execution parameters of the target audio track according to the audio adjustment curve in the audio adjustment strategy.

[0178] S132: Adjust the audio parameters of the base audio track according to the adjustment execution parameters to obtain intermediate ambient audio, and then superimpose the target audio track onto the intermediate ambient audio according to the superposition execution parameters to form the target ambient audio.

[0179] In this embodiment, during audio adjustment, the game system can determine the base audio track to be adjusted and the target audio track to be superimposed in the base environment audio according to the audio adjustment method in the audio adjustment strategy. It can also determine the adjustment execution parameters of the base audio track and the superposition execution parameters of the target audio track according to the audio adjustment curve in the audio adjustment strategy. Then, the audio parameters of the base audio track can be adjusted according to the adjustment execution parameters to obtain the intermediate environment audio. Finally, the target audio track can be superimposed on the intermediate environment audio according to the superposition execution parameters to form the target environment audio that is compatible with the virtual character's state.

[0180] Specifically, the base environment audio is typically composed of multiple tracks, such as background melody tracks, ambient sound effect tracks, and atmosphere-building tracks. Different types of audio adjustment methods need to be applied to different track objects. Based on this, the game system can determine the base track to be adjusted and the target track to be superimposed in the base environment audio according to the audio adjustment methods in the audio adjustment strategy. The base track to be adjusted refers to existing tracks in the base environment audio that require modification of their original audio parameters, such as background melody tracks that need to be slowed down or ambient sound effect tracks that need to be quieted down. The target track to be superimposed refers to audio materials that were not originally present in the base environment audio and need to be added, such as dissonant atmosphere tracks in warning adjustment methods or percussion tracks in motivational adjustment methods. The system can determine which tracks need to be operated on using the predefined track operation list in the audio adjustment method configuration table, ensuring the targeted nature of the adjustment operations.

[0181] Subsequently, the game system can determine the adjustment execution parameters for the base track and the superposition execution parameters for the target track based on the audio adjustment curve in the audio adjustment strategy. This audio adjustment curve contains the complete change trajectory of each parameter adjustment item on the time axis; therefore, the game system can extract the specific execution parameters for the relevant track, including the adjustment execution parameters and the superposition execution parameters. The adjustment execution parameters are for the base track to be adjusted, and they include the target values ​​of each adjustable parameter of that track, such as speed, volume, equalizer band gain, and pan position, at each time point. The superposition execution parameters are for the target track to be superimposed, and they include the volume, pan position, start time, and volume change trajectory of that track in the mix. In this application, the game system can generate a complete set of execution parameters for each track to be operated on based on the parameter change information in the audio adjustment curve, combined with the inherent attributes and mixing rules of each track.

[0182] During the specific audio adjustment process, the game system can first adjust the audio parameters of the base audio track according to the adjustment execution parameters to obtain intermediate environmental audio. This adjustment process modifies existing elements in the base environmental audio, such as reducing the speed of background music, decreasing the volume of environmental sound effects, and adjusting equalizer parameters. After the modification, the original material of the base environmental audio has changed, forming an intermediate state that includes some adjustment effects. Subsequently, the game system can overlay the target audio track onto the intermediate environmental audio according to the overlay execution parameters to form the final target environmental audio. This overlay process mixes and synthesizes the newly added audio material with the intermediate environmental audio at a specified volume, sound image position, and time trajectory. The newly added audio track is embedded into the original audio as a new auditory layer, and together with the adjusted base audio track, it constitutes a complete audio output, forming the target environmental audio.

[0183] In one embodiment, the method may further include:

[0184] S140: When a plot interaction event is detected to meet the preset end conditions, the target environment audio is switched back to the basic environment audio according to the preset audio switching mode.

[0185] In this embodiment, after the game system generates target environment audio that matches the changes in the virtual character's state and presents it to the player, the virtual character's state change process will gradually end as the story interaction events progress and are completed. The character's state will eventually stabilize at the target state or begin to return to its normal state. At this time, in order not to affect the player's auditory experience, the system needs to smoothly restore the audio from the target environment audio to the base environment audio after the story interaction events end, so that the auditory atmosphere of the game scene returns to a normal state, providing a suitable auditory foundation for the player's subsequent gaming experience.

[0186] Specifically, the game system can continuously monitor the progress of story interaction events while playing target environment audio, determining whether they meet preset end conditions. These preset end conditions can be determined based on the specific type and implementation mechanism of the story interaction event. For example, for dialogue-based story interaction events, the end condition could be reaching the end of the dialogue option tree; for cutscene-based story interaction events, the end condition could be the completion of the cutscene playback; for task completion events, the end condition could be the completion of task reward distribution and task status update; and for player-triggered events, the end condition could be the player clicking the close or skip button. When the game system detects that a story interaction event meets the corresponding preset end condition, it can determine that the story interaction event has ended and switch the target environment audio back to the basic environment audio according to the preset audio switching mode.

[0187] Among them, the preset audio switching mode defines the specific method and timing of restoring the target environment audio to the basic environment audio. The preset audio switching modes here can include a variety of options, without limitation. For example, one switching mode is immediate switching, where the target environment audio stops immediately upon the end of the event, and the base environment audio begins playing immediately. This switching method is suitable for scenes with a fast-paced plot and a clear break in the narrative. Another switching mode is cross-fade-in / fade-out, where the volume of the target environment audio gradually decreases to zero within a preset switching duration, while the volume of the base environment audio gradually increases from zero to a normal level. The two audios briefly overlap during the switching duration, allowing for a smooth transition between different audio states and avoiding abrupt changes in sound. This is suitable for most narrative scenarios. Yet another switching mode is residual fading, where elements in the target environment audio that are directly related to the character's state change gradually fade away, while elements in the base environment audio that were not adjusted return to normal levels during this process. This gradual withdrawal creates a narrative sense of calm as the character's emotions subside and the scene atmosphere returns to normal, making it suitable for narrative scenarios where the character's state change needs to gradually fade away rather than end abruptly.

[0188] Understandably, by using a preset audio switching mode, this application can achieve a smooth restoration of the target environment audio to the basic environment audio after the end of a plot interaction event. This allows the auditory atmosphere of the game scene to evolve naturally with the progress of the plot, ensuring the synchronous matching of audio and character status changes during plot interaction, as well as the continuity of the auditory experience and the reconstruction of the sense of scene after the event ends. This avoids the sense of incongruity caused by sudden changes in audio status, thereby comprehensively enhancing the player's immersive auditory experience during the game's plot interaction.

[0189] Furthermore, during audio switching, the game system can determine the duration and rhythm of the switch. Different modes can have different switching durations, and even within the same mode, the switching duration can be flexibly adjusted based on the nature of the plot event. For example, after a tense dialogue, the switching duration can be set to 3 to 5 seconds to allow the audio atmosphere to calm down quickly, aligning with the character's rapid emotional return. After a long cutscene, the switching duration can be set to 8 to 12 seconds or even longer, allowing the audio atmosphere to transition slowly over a longer period, complementing the lingering emotional impact of the scene. The switching duration in this application can be set using preset configuration parameters or dynamically adjusted based on the residual value of the state change intensity; no restrictions are imposed here.

[0190] The following describes the game audio adjustment device based on character state provided in the embodiments of this application. The game audio adjustment device based on character state described below and the game audio adjustment method based on character state described above can be referred to in correspondence.

[0191] In one embodiment, such as Figure 8 As shown, Figure 8 This application provides a schematic diagram of the structure of a game audio adjustment device according to an embodiment of the present application; the present application also provides a game audio adjustment device, including a data acquisition module 210, a strategy generation module 220, and an audio adjustment module 230, specifically including the following:

[0192] The data acquisition module 210 is used to collect the character status data of the virtual character corresponding to the plot interaction event when a plot interaction event is detected in the game scene, and to determine the basic environmental audio of the game scene at the current moment.

[0193] The strategy generation module 220 is used to determine the state change data of the virtual character based on the plot interaction events and character state data, and to generate the audio adjustment strategy for the plot interaction events based on the state change data.

[0194] The audio adjustment module 230 is used to adjust the basic environmental audio according to the audio adjustment strategy to obtain the target environmental audio.

[0195] In the above embodiments, when a plot interaction event is detected in the game scene, this application can automatically collect the character state data of the virtual character corresponding to the event, and simultaneously determine the basic environmental audio of the game scene at the current moment, providing a data basis for the dynamic matching of subsequent game audio and character state; subsequently, the state change data of the virtual character can be accurately quantified based on the plot interaction event and character state data, so that the audio adjustment strategy generated based on the state change data can be fully adapted to the dynamic change state of the virtual character in the plot interaction event. The target environmental audio obtained by adjusting the basic environmental audio according to the audio adjustment strategy can also superimpose audio changes that match the character state changes while retaining the original atmosphere of the game scene, realizing the natural evolution of the scene atmosphere, thereby enhancing the player's immersion and realism in the game plot interaction process.

[0196] In one embodiment, the data acquisition module 210 may include:

[0197] The type determination submodule is used to determine the event type of the plot interaction event and, based on the event type, determine the virtual character in the game scene corresponding to the plot interaction event.

[0198] The parameter acquisition submodule is used to collect real-time status parameters of the virtual character; real-time status parameters include emotional status parameters, physiological status parameters, and behavioral status parameters.

[0199] The data generation submodule is used to generate virtual character roles based on event type and real-time status parameters.

[0200] In one embodiment, the parameter acquisition submodule may include:

[0201] The first data acquisition unit is used to directly collect the emotional state parameters, physiological state parameters, and behavioral state parameters of a virtual character when there is only one virtual character, forming real-time state parameters.

[0202] The second acquisition unit is used to acquire the emotional state parameters, physiological state parameters, and behavioral state parameters of each individual virtual character when there are multiple virtual characters, thus obtaining multiple individual state parameters.

[0203] The data analysis unit is used to aggregate and analyze the state data of each individual to obtain the group state parameters, and generate real-time state data based on the group state parameters and the state parameters of each individual.

[0204] In one embodiment, the data acquisition module 210 may further include:

[0205] The scene data acquisition submodule is used to acquire the game scene's time data, weather data, and environmental data at the current moment.

[0206] The type determination submodule is used to determine the music type based on time data, the sound effect combination based on weather data, and the audio style based on environmental data.

[0207] The audio generation submodule is used to generate the basic environmental audio of the game scene at the current moment based on music type, sound effect combination, and audio style.

[0208] In one embodiment, the audio generation submodule may include:

[0209] The first mapping unit is used to determine the track level and background melody corresponding to the music type through a preset music parameter mapping table.

[0210] The second mapping unit is used to determine the basic audio track, rhythm parameters and volume ratio corresponding to the audio effect combination through a preset audio effect mapping table.

[0211] The third mapping unit is used to determine the reverb parameters and equalizer parameters corresponding to the audio style through a preset style mapping table.

[0212] The audio generation unit is used to generate the basic environmental audio of the game scene at the current moment based on the track level, background melody, base track, rhythm parameters, volume ratio, reverb parameters, and equalizer parameters.

[0213] In one embodiment, the policy generation module 220 may include:

[0214] The event data acquisition submodule is used to acquire the plot data corresponding to plot interaction events; the plot data includes event type, interaction level, and interaction duration.

[0215] The State Data Determination Submodule is used to determine the target state data of the virtual character based on the event type and interaction level, and to generate state change data based on the character state data, target state data, and interaction duration.

[0216] In one embodiment, the policy generation module 220 may further include:

[0217] The State Parsing submodule is used to parse the state change data to obtain the state change type and intensity of the virtual character.

[0218] The curve determination submodule is used to determine the audio adjustment method for plot interaction events based on the type of state change, and to determine the audio adjustment curve for the audio adjustment method based on the intensity of the state change.

[0219] The strategy generation submodule is used to generate audio adjustment strategies for story interaction events based on the audio adjustment method and audio adjustment curve.

[0220] In one embodiment, the state resolution submodule may include:

[0221] The feature extraction unit is used to extract state features from the character state data and target state data in the state change data to obtain the direction and value of the virtual character's state change.

[0222] The intensity generation unit is used to generate the intensity of the virtual character's state change based on the interaction duration and state change value in the state change data.

[0223] The type analysis unit is used to obtain the event type of the plot interaction event, and perform type analysis on the direction of state change based on the event type to obtain the state change type of the virtual character.

[0224] In one embodiment, the curve determination submodule may include:

[0225] The tag determination unit is used to determine the audio adjustment tag corresponding to the state change type; the audio adjustment tags include soothing, encouraging, warning and suppressing types.

[0226] The first adjustment unit is used to determine the audio adjustment method for interactive events in the storyline as overlaying a soothing audio track and reducing the tempo when the audio adjustment tag is set to "soothing".

[0227] The second adjustment unit is used to determine the audio adjustment method for interactive events in the storyline as overlaying percussion tracks and increasing the beat frequency when the audio adjustment tag is excitation type.

[0228] The third adjustment unit is used to determine the audio adjustment method for interactive events in the storyline as superimposed with discordant audio tracks and strobe-style volume modulation when the audio adjustment label is warning type.

[0229] The fourth adjustment unit is used to determine the audio adjustment method for interactive events in the storyline when the audio adjustment tag is compression type: superimpose low-frequency compression audio tracks and compress the audio dynamic range.

[0230] In one embodiment, the curve determination submodule may further include:

[0231] The function acquisition unit is used to determine multiple parameter adjustment items in the audio adjustment method and obtain the parameter mapping function corresponding to each parameter adjustment item.

[0232] The numerical calculation unit is used to extract the state change value from the state change intensity, and calculate the state change value through each parameter mapping function to obtain the parameter change value of each parameter adjustment term.

[0233] The curve analysis unit is used to extract the interaction duration in the intensity of state change, and to perform curve analysis on the change value of each parameter based on the interaction duration, so as to obtain the parameter adjustment curve of each parameter adjustment item.

[0234] The curve combination unit is used to combine the adjustment curves of various parameters to obtain the audio adjustment curve of the audio adjustment method.

[0235] In one embodiment, the audio adjustment module 230 may include:

[0236] The parameter determination submodule is used to determine the base audio track to be adjusted and the target audio track to be superimposed in the base environment audio according to the audio adjustment method in the audio adjustment strategy, and to determine the adjustment execution parameters of the base audio track and the superposition execution parameters of the target audio track according to the audio adjustment curve in the audio adjustment strategy.

[0237] The audio adjustment submodule is used to adjust the audio parameters of the base audio track according to the adjustment execution parameters to obtain intermediate ambient audio, and then superimpose the target audio track onto the intermediate ambient audio according to the superposition execution parameters to form the target ambient audio.

[0238] In one embodiment, the apparatus may further include:

[0239] The audio switching module is used to switch the target environment audio back to the basic environment audio according to the preset audio switching mode when the plot interaction event is detected to meet the preset end conditions.

[0240] In one embodiment, this application also provides a storage medium storing computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform the steps of the game audio adjustment method as described in any of the above embodiments.

[0241] In one embodiment, this application also provides a computer device storing computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform the steps of the game audio adjustment method as described in any of the above embodiments.

[0242] Indicatively, such as Figure 9 As shown, Figure 9 This is a schematic diagram of the internal structure of a computer device 300 provided in an embodiment of this application. The computer device 300 can be provided as a server. (Refer to...) Figure 9 The computer device 300 includes a processing component 302, which further includes one or more processors, and memory resources represented by memory 301 for storing instructions, such as applications, that can be executed by the processing component 302. The applications stored in memory 301 may include one or more modules, each corresponding to a set of instructions. Furthermore, the processing component 302 is configured to execute instructions to perform the game audio adjustment method of any of the above embodiments.

[0243] The computer device 300 may also include a power supply component 303 configured to perform power management of the computer device 300, a wired or wireless network interface 304 configured to connect the computer device 300 to a network, and an input / output (I / O) interface 305. The computer device 300 may operate on an operating system stored in memory 301, such as Windows Server™, Mac OS X™, Unix™, Linux™, Free BSD™, or similar.

[0244] Those skilled in the art will understand that Figure 9 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.

[0245] Finally, it should be noted that in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.

[0246] The various embodiments in this specification are described in a progressive manner. Each embodiment focuses on the differences from other embodiments. The various embodiments can be combined as needed, and the same or similar parts can be referred to each other.

[0247] The above description of the disclosed embodiments enables those skilled in the art to make or use this application. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of this application. Therefore, this application is not to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.

Claims

1. A method for adjusting game audio based on character state, characterized in that, The method includes: When a plot interaction event is detected in the game scene, the character status data of the virtual character corresponding to the plot interaction event is collected, and the basic environmental audio of the game scene at the current moment is determined. Based on the plot interaction events and the character state data, determine the state change data of the virtual character, and generate an audio adjustment strategy for the plot interaction events based on the state change data; The base environment audio is adjusted according to the audio adjustment strategy to obtain the target environment audio.

2. The game audio adjustment method according to claim 1, characterized in that, The collection of character state data of the virtual character corresponding to the plot interaction event includes: Determine the event type of the plot interaction event, and determine the virtual character in the game scene corresponding to the plot interaction event based on the event type; Collect real-time status parameters of the virtual character; the real-time status parameters include emotional status parameters, physiological status parameters, and behavioral status parameters; The virtual character's status data is generated based on the event type and the real-time status parameters.

3. The game audio adjustment method according to claim 2, characterized in that, The collection of real-time status parameters of the virtual character includes: When there is only one virtual character, the emotional state parameters, physiological state parameters and behavioral state parameters of the virtual character are directly collected to form real-time state parameters; When there are multiple virtual characters, the emotional state parameters, physiological state parameters and behavioral state parameters of each individual virtual character are collected to obtain multiple individual state parameters; The individual state data are aggregated and analyzed to obtain the group state parameters, and real-time state data is generated based on the group state parameters and the individual state parameters.

4. The game audio adjustment method according to claim 1, characterized in that, The determination of the basic environmental audio of the game scene at the current moment includes: Obtain the time data, weather data, and environmental data of the game scene at the current moment; The music type is determined based on the time data, the sound effect combination is determined based on the weather data, and the audio style is determined based on the environmental data. The basic environmental audio of the game scene at the current moment is generated based on the music type, the sound effect combination, and the audio style.

5. The game audio adjustment method according to claim 4, characterized in that, The process of generating the basic environmental audio of the game scene at the current moment based on the music type, the sound effect combination, and the audio style includes: The track level and background melody corresponding to the music type are determined by a preset music parameter mapping table; The base track, rhythm parameters, and volume ratio corresponding to the sound effect combination are determined by a preset sound effect mapping table. The reverb parameters and equalizer parameters corresponding to the audio style are determined by a preset style mapping table; The basic environmental audio of the game scene at the current moment is generated based on the audio track level, the background melody, the base audio track, the rhythm parameter, the volume ratio, the reverb parameter, and the equalizer parameter.

6. The game audio adjustment method according to claim 1, characterized in that, The process of determining the virtual character's state change data based on the plot interaction events and the character state data includes: Obtain the plot data corresponding to the plot interaction event; the plot data includes the event type, interaction level, and interaction duration. The target state data of the virtual character is determined based on the event type and the interaction level, and the state change data is generated based on the character state data, the target state data, and the interaction duration.

7. The game audio adjustment method according to claim 1, characterized in that, The audio adjustment strategy for generating the plot interaction event based on the state change data includes: The state change data is analyzed to obtain the state change type and intensity of the virtual character. The audio adjustment method for the plot interaction event is determined based on the state change type, and the audio adjustment curve for the audio adjustment method is determined based on the state change intensity. The audio adjustment strategy for the plot interaction event is generated based on the audio adjustment method and the audio adjustment curve.

8. The game audio adjustment method according to claim 7, characterized in that, The step of parsing the state change data to obtain the state change type and intensity of the virtual character includes: State features are extracted from the character state data and target state data in the state change data to obtain the state change direction and state change value of the virtual character; The intensity of the virtual character's state change is generated based on the interaction duration and the state change value in the state change data. Obtain the event type of the plot interaction event, and perform type analysis on the state change direction based on the event type to obtain the state change type of the virtual character.

9. The game audio adjustment method according to claim 7, characterized in that, The step of determining the audio adjustment method for the plot interaction event based on the state change type includes: Determine the audio adjustment label corresponding to the state change type; the audio adjustment label includes soothing, encouraging, warning, and suppressive types; When the audio adjustment tag is set to soothing, the audio adjustment method for the interactive story event is determined to be to overlay a soothing audio track and reduce the tempo. When the audio adjustment tag is excitation type, the audio adjustment method for the plot interaction event is determined to be to overlay a percussion track and increase the beat frequency; When the audio adjustment tag is warning type, the audio adjustment method of the plot interaction event is determined to be superimposing a discordant audio track and performing strobe-style volume modulation; When the audio adjustment tag is compression type, the audio adjustment method for the plot interaction event is determined to be superimposing a low-frequency compression audio track and compressing the audio dynamic range.

10. The game audio adjustment method according to claim 7, characterized in that, The step of determining the audio adjustment curve of the audio adjustment method based on the intensity of the state change includes: Determine multiple parameter adjustment items in the audio adjustment method, and obtain the parameter mapping function corresponding to each parameter adjustment item; Extract the state change value from the state change intensity, and calculate the state change value through each parameter mapping function to obtain the parameter change value of each parameter adjustment item; Extract the interaction duration from the intensity of the state change, and perform curve analysis on the change values ​​of each parameter based on the interaction duration to obtain the parameter adjustment curve for each parameter adjustment item; The audio adjustment curves of the various parameter adjustment curves are combined to obtain the audio adjustment curve of the audio adjustment method.

11. The game audio adjustment method according to claim 7, characterized in that, The step of adjusting the base environment audio according to the audio adjustment strategy to obtain the target environment audio includes: The basic audio track to be adjusted and the target audio track to be superimposed in the basic environmental audio are determined according to the audio adjustment method in the audio adjustment strategy, and the adjustment execution parameters of the basic audio track and the superposition execution parameters of the target audio track are determined according to the audio adjustment curve in the audio adjustment strategy. The audio parameters of the base audio track are adjusted according to the adjustment execution parameters to obtain intermediate ambient audio. The target audio track is then superimposed onto the intermediate ambient audio according to the superposition execution parameters to form the target ambient audio.

12. The game audio adjustment method according to any one of claims 1-11, characterized in that, The method further includes: When the plot interaction event is detected to meet the preset end condition, the target environment audio is switched back to the basic environment audio according to the preset audio switching mode.

13. A game audio adjustment device, characterized in that, include: The data acquisition module is used to collect the character status data of the virtual character corresponding to the plot interaction event when a plot interaction event is detected in the game scene, and to determine the basic environmental audio of the game scene at the current moment; The audio adjustment module is used to map audio parameters to the character status data, generate an audio adjustment strategy, and adjust the basic environmental audio according to the audio adjustment strategy to obtain the target environmental audio. The status update module is used to generate a status intervention effect for the virtual character based on the target environment audio, and update the character status of the virtual character according to the status intervention effect.

14. A storage medium, characterized in that: The storage medium stores computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform the steps of the game audio adjustment method as described in any one of claims 1 to 12.

15. A computer device, characterized in that, include: One or more processors, and memory; The memory stores computer-readable instructions, which, when executed by the one or more processors, perform the steps of the game audio adjustment method as described in any one of claims 1 to 12.