Sound effect processing method and device, electronic equipment, storage medium and program product

CN122937480APending Publication Date: 2026-10-20SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202611152072.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-07-30
Publication Date
2026-10-20

AI Technical Summary

Benefits of technology

[0009]根据本公开的另一方面,提供了一种计算机可读存储介质,计算机可读存储介质存储有计算机指令,计算机指令用于使处理器执行时实现本公开实施例中任一的音效处理方法。

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Abstract

This disclosure provides a sound effect processing method, apparatus, electronic device, storage medium, and program product, relating to the field of game technology. The method includes: responding to the detection that a virtual object moves from a launch point to a contact surface and makes contact with the contact surface, determining distance information between the launch point and the contact surface; determining sound effect adjustment parameters corresponding to the virtual object based on the distance information; adjusting the sound effect attribute parameters of a preset sound effect sample based on the sound effect adjustment parameters to obtain adjusted sound effect attribute parameters; and playing the preset sound effect sample according to the adjusted sound effect attribute parameters to obtain a target sound effect corresponding to the virtual object. This technical solution can dynamically adjust the auditory attributes of the landing sound effect based on the distance information between the launch point and the contact surface of the virtual object, achieving precise matching between the sound effect performance and the physical falling state, and improving the physical realism and spatial immersion of the landing sound effect.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more particularly to a sound effect processing method, apparatus, electronic device, storage medium, and program product. Background Technology

[0002] As the demand for immersive 3D games continues to increase, real-time interactive sound effects based on physical simulation have become the core direction of game audio development. Among them, the impact sound effect of virtual objects landing is an important part of scene interaction sound effects. The accurate matching of sound effect performance with the physical state of virtual objects falling is the key to enhancing players' spatial perception and sense of scene immersion.

[0003] In related technologies, the traditional way to implement the landing sound effect of virtual objects is to directly call the preset fixed sound effect resources to play when the audio engine detects that the virtual object collides with the contact surface, or to select one of the limited number of candidate sound effect samples according to random rules to trigger it.

[0004] However, this approach has significant limitations. The sound effects are disconnected from the actual physical state of the virtual objects, making it difficult to reproduce the differences in landing sounds under different falling conditions, thus reducing the player's immersive experience. Summary of the Invention

[0005] This disclosure provides a sound effect processing method, device, electronic device, storage medium, and program product to solve the technical problems of fixed landing sound effect styles, difficulty in reproducing the differences in landing sound under different landing conditions, monotonous sound performance, and insufficient immersion.

[0006] According to one aspect of this disclosure, a sound effects processing method is provided, the method comprising: Determine the distance information between the virtual object's movement from the launch point and the contact surface, and determine the sound effect adjustment parameters corresponding to the virtual object based on the distance information; Based on the sound effect adjustment parameters, the sound effect attribute parameters of the preset sound effect sample are adjusted to obtain the adjusted sound effect attribute parameters; In response to detecting that the virtual object is in contact with the contact surface, the preset sound effect sample is played according to the adjusted sound effect attribute parameters to obtain the target sound effect corresponding to the virtual object.

[0007] According to another aspect of this disclosure, a sound processing apparatus is provided, the apparatus comprising: The first module is used to determine the distance information between the virtual object's movement from the launch point to the contact surface, and to determine the sound effect adjustment parameters corresponding to the virtual object based on the distance information. The second module is used to adjust the sound effect attribute parameters of the preset sound effect sample based on the sound effect adjustment parameters, so as to obtain the adjusted sound effect attribute parameters. The third module is used to respond to the detection that the virtual object is in contact with the contact surface, and to play the preset sound effect sample according to the adjusted sound effect attribute parameters to obtain the target sound effect corresponding to the virtual object.

[0008] According to another aspect of this disclosure, an electronic device is provided, the electronic device comprising: One or more processors; Storage device for storing one or more programs. When one or more programs are executed by one or more processors, the one or more processors implement any of the audio processing methods described in the embodiments of this disclosure.

[0009] According to another aspect of this disclosure, a computer-readable storage medium is provided that stores computer instructions for causing a processor to execute and implement any of the sound effect processing methods in the embodiments of this disclosure.

[0010] According to another aspect of this disclosure, a computer program product is provided, which, when executed by a processor, implements any of the sound effect processing methods described in the embodiments of this disclosure.

[0011] The technical solution of the embodiment of the present disclosure determines the distance information between the virtual object moving from the emission point to the contact surface, obtains the distance information between the emission point and the contact surface, and converts to obtain the corresponding sound effect adjustment parameter. The falling physical data of the virtual object is converted into a control parameter that can drive the sound effect change, realizing the association and binding of the physical motion state and the audio control logic, and providing a core control basis for dynamic sound effect adjustment. Further, by differentially adjusting the sound effect attribute parameters of various preset sound effect samples based on the sound effect adjustment parameter, the sound effect attribute parameters can be adaptively adjusted according to the distance information, the dynamic change of the sound characteristics under different falling conditions is realized, and the sound emission rule in the real physical scene is restored. Further, in response to detecting that the virtual object contacts the contact surface, the preset sound effect sample is played according to the adjusted sound effect attribute parameters to obtain a target sound effect corresponding to the virtual object, realizing the output of the sound in the current scene according to the dynamically adjusted sound effect attribute parameters, accurately matching the sound effect performance with the actual motion state of the virtual object, ensuring real-time playing of the interactive sound effect, and effectively improving the naturalness of the sound performance and the scene auditory immersion. The technical solution of the embodiment of the present disclosure solves the problems of fixed landing sound effect style, difficulty in restoring the landing sound emission difference under different falling conditions, single sound performance, and insufficient immersion in the related art. The auditory properties of the landing sound effect can be dynamically adjusted based on the distance information between the emission point and the contact surface of the virtual object, the accurate matching of the sound effect performance and the physical falling state is realized, the physical authenticity and spatial immersion of the landing sound effect are improved, and further, the authenticity and overall auditory immersion of the game sound effect are improved.

[0012] It should be understood that the content described in this part is not intended to identify key or important features of the embodiments of the present disclosure, nor is it used to limit the scope of the present disclosure. Other features of the present disclosure will become apparent from the following description. BRIEF DESCRIPTION OF DRAWINGS

[0013] In order to more clearly illustrate the technical solutions in the embodiments of the present disclosure, the following will briefly introduce the drawings needed in the embodiment description. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without creating laborious work.

[0014] Figure 1 A flowchart of a sound effect processing method provided by an embodiment of the present disclosure is shown in the figure. Figure 2 A flowchart of another sound effect processing method provided by an embodiment of the present disclosure is shown in the figure. Figure 3 A structural diagram of a sound effect processing device provided by an embodiment of the present disclosure is shown in the figure. Figure 4This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0015] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.

[0016] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0017] It is understood that before using the technical solutions disclosed in the various embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure in an appropriate manner in accordance with relevant laws and regulations, and user authorization should be obtained.

[0018] For example, upon receiving a user's active request, a prompt message is sent to the user to explicitly inform them that the requested operation will require the acquisition and use of the user's personal information. This allows the user to independently choose whether to provide personal information to the software or hardware, such as the electronic device, application, server, or storage medium performing the operations of this disclosed technical solution, based on the prompt message.

[0019] As an optional but non-limiting implementation, in response to a user's active request, sending a prompt message to the user can be done via a pop-up window, where the prompt message can be presented in text format. Furthermore, the pop-up window can also include a selection control allowing the user to choose "agree" or "disagree" to provide personal information to the electronic device.

[0020] It is understood that the above notification and user authorization process are merely illustrative and do not constitute a limitation on the implementation of this disclosure. Other methods that comply with relevant laws and regulations may also be applied to the implementation of this disclosure.

[0021] It is understood that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of relevant laws, regulations and related provisions.

[0022] Before introducing this technical solution, the application scenarios can be illustrated by example. The technical solution provided by the embodiments of this disclosure can be applied to any interactive scenario that requires dynamically generating differentiated collision sound effects based on the movement state of virtual objects. It is especially suitable for fields such as game development, virtual simulation, and interactive effects that have high requirements for spatial auditory realism and interactive immersion, such as character skill landing sound effects, natural water flow sound effects, and physical prop falling sound effects.

[0023] Currently, the creation and implementation of virtual object landing sound effects typically employs a manual configuration approach. Audio designers pre-create fixed landing sound effect materials, bind collision triggering rules to the engine, and play the corresponding sound effect when an object landing event is detected. Some solutions incorporate a small number of random samples to reduce repetition. To differentiate sound effects based on varying landing intensities, designers generally manually define intensity levels. Corresponding materials are then created for each level, and volume, pitch, and other attribute parameters are adjusted accordingly. However, this approach has significant drawbacks: on the one hand, intensity level division, material production, and parameter tuning all rely on manual work. With numerous parameter dimensions and a large number of scene adaptations, the manual configuration process is time-consuming, labor-intensive, and inefficient, making it difficult to adapt to the large-scale production needs of open worlds with massive item drops and natural water flow effects across the entire area. On the other hand, the correspondence between sound effects and the physical state of the fall depends entirely on the designer's subjective experience. The level switching is abrupt and cannot form a smooth and continuous auditory transition. The sound intensity is disconnected from the actual physical impact, lacking a unified objective quantitative standard. This makes it impossible to guarantee the consistency and realism of the falling sound effects in different scenes, further limiting the immersive performance and automated production capabilities of the landing sound effects.

[0024] To address the aforementioned issues, this disclosure proposes a technical solution capable of dynamically generating differentiated landing sound effects based on the physical fall state. Specifically, this solution deeply integrates physical motion principles with audio mixing logic. By detecting the distance between the virtual object's launch point and the contact surface, it serves as an objective quantitative basis for sound effect adjustment, eliminating the need for manual, subjective intensity level division. Real-time intensity calculations and sound effect parameter updates are triggered by landing collision events, ultimately automatically outputting a mixed landing sound effect precisely matched to the current fall intensity. This achieves continuous dynamic adaptation of landing sound effects to the physical fall state, effectively enhancing the physical realism and spatial immersion of the landing sound effects, while significantly reducing the workload of manual parameter adjustments at each level, thus meeting the needs of large-scale, batch-production 3D interactive scene audio production.

[0025] For example, in the character skill interaction scenario of an action game, when a character releases water flow, projectiles, or spell-like skills, the skill carrier falls from different heights and makes contact with the contact surface to produce a landing effect. When the landing sound effect needs to match the impact intensity of the skill's fall, the technical solution of this embodiment can be adopted. It detects the distance information between the skill's launch point and the contact surface, generates corresponding sound effect adjustment parameters, and dynamically adjusts the volume, pitch, and other attributes of preset landing sound effect samples. This allows for a light impact sound when information falls at a short distance and a heavy impact sound when information falls at a long distance. This replaces the traditional fixed sound effect implementation method, allowing the landing sound effect to accurately match the physical state of the skill's fall. This helps players perceive the spatial height and impact intensity of the skill through hearing, significantly improving the skill's expressiveness and the game's immersion.

[0026] In open-world games with realistic item drop scenarios, when various items such as rocks, resources, and building debris fall from different heights, requiring differentiated auditory feedback for each drop, the technical solution in this embodiment can be used. Based on the distance between the item's starting point and its landing point, the sound effect attributes are automatically adapted, ensuring that items falling from different heights produce landing sounds that conform to physical laws. Compared to traditional uniform drop sound effects, this solution can reproduce the auditory differences between drops from different heights, avoiding repetitive and monotonous auditory feedback, enhancing the realism and interactive finesse of open-world scenes. Furthermore, it eliminates the need for audio designers to customize sound effects for each height, effectively improving the efficiency of scene audio production.

[0027] In virtual simulation training scenarios, when simulating industrial or safety conditions such as material delivery, object falling, and component dropping, and requiring the landing sound effects to match the impact intensity to recreate a realistic auditory experience, the technical solution of this embodiment can be adopted. This dynamically adjusts the auditory attributes of the landing sound effects based on the falling distance of the virtual object, establishing a correspondence between the sound intensity and the impact intensity. Compared to traditional fixed sound effect simulation methods, this solution can more realistically reproduce the impact auditory effects under different drop heights, improving the auditory realism of the virtual simulation environment, enhancing the spatial perception and immersive experience of trainees, and helping simulation training achieve better simulation results.

[0028] Figure 1 This is a flowchart illustrating a sound effect processing method provided in an embodiment of this disclosure. This embodiment is applicable to any scenario that requires generating differentiated collision sound effects based on the motion state of virtual objects. The method can be executed by a sound effect processing device, which can be implemented in hardware and / or software and can be configured in electronic devices such as computers or servers. Figure 1 As shown, the method in this embodiment includes: S110. Determine the distance information between the virtual object and the contact surface from the launch point, and determine the sound effect adjustment parameters corresponding to the virtual object based on the distance information.

[0029] Virtual objects can be understood as digital virtual entities with spatial movement attributes within a virtual scene, serving as the primary trigger for sound effects. Virtual objects can be virtual objects within a virtual scene that can move and interact with scene elements; differences in their movement correspond to different auditory feedback requirements, making them the core reference for sound effect adaptation. For example, virtual objects that can fall, such as water flow effects, thrown items, and falling scene elements in games, all fall under the category of virtual objects.

[0030] The launch point can be understood as the initial spatial location where a virtual object begins its falling motion; it serves as the starting reference node for distance calculation. The launch point can be the initial spatial coordinate point where a virtual object detaches from its generation source and begins its free fall. It is the starting reference position for measuring the virtual object's falling path and is recorded and stored when the virtual object is generated. For example, the launch point of a character releasing a water-based skill in a game, or the initial position of a rock rolling down a cliff, are both launch points for the corresponding virtual objects.

[0031] In this context, the contact surface can be understood as the surface of a virtual object that receives a virtual object and triggers a collision event; it serves as the trigger point for the landing sound effect. The contact surface can be a physical surface in the virtual scene that possesses collision attributes and can interact with falling virtual objects; it marks the termination point of the virtual object's falling motion. The contact event between the virtual object and the contact surface serves as the trigger signal for the sound effect to play. For example, in games, ground, water surfaces, and building rooftops—scene surfaces that can receive falling objects—are all considered contact surfaces.

[0032] Distance information can be understood as quantified spatial displacement data between the launch point and the contact surface, serving as the core physical basis for reflecting the impact intensity of the fall. Distance information can be the quantified displacement value of a virtual object from its initial position to the collision point, used to characterize the magnitude of the virtual object's fall and serving as the foundational physical data for subsequent sound effect adjustments. Optionally, distance information can be at least one of the following: vertical height, spatial linear displacement distance, or fall path length. Vertical height is the height difference between the launch point and the contact surface in the vertical direction, suitable for vertical fall scenarios resembling free fall; spatial linear displacement distance is the spatial linear distance between the launch point and the contact point, suitable for parabolic fall scenarios with a horizontal initial velocity; fall path length is the total length of the actual trajectory of the virtual object from launch to contact, suitable for complex fall scenarios with curved motion and mid-fall rebounds. For example, the vertical height of a water flow effect from the skill release point to the ground, and the fall path length of a stone from its drop point to the ground, are the corresponding distance information.

[0033] In this context, sound effect adjustment parameters can be understood as intermediate control quantities connecting physical fall data and sound effect attribute adjustments, serving as the control basis for driving sound effect differentiation. Sound effect adjustment parameters can be standardized control values ​​calculated based on distance information, converting physical distance information into audio-level adjustment amplitude indicators. Sound effect adjustment parameters can also be Real-Time Parameter Control (RTPC) in interactive audio systems, dynamically adjusting auditory attributes such as volume, pitch, and mixing ratio based on real-time changing state quantities within the virtual scene (such as object speed, distance traveled, collision force, and amplitude), ensuring that the sound effect performance changes synchronously with the physical state in the virtual scene. For example, an interactive audio system could be Wwise, a cross-platform interactive audio middleware whose core function is to connect audio design work with the game engine, enabling complex real-time interactive sound effect creation, integration, and operational control. Wwise is one of the most widely used professional audio middleware in game development: it comes with a built-in visual audio creation editor that supports professional functions such as audio resource management, event configuration, parameter mapping, dynamic mixing, and spatial audio; it also provides a runtime audio engine that can be embedded in game engines, responsible for real-time playback of sound effects, parameter response, and mixing output. Wwise's core value lies in decoupling audio design logic from game business logic: users can independently configure complex interactive sound effects within the editor without writing code; the program side only needs to send events and parameters through an interface to drive sound effect playback, significantly improving audio development efficiency and cross-platform adaptability.

[0034] In one scenario, the method for determining distance information in the provided solution can correspond to the form in which the distance information is represented. Determining the distance information between the launch point and the contact surface can include at least one of the following: If the distance information includes vertical height, obtain the fall time of the virtual object from the launch point to the contact surface, and calculate the fall time using the free-fall formula to obtain the vertical height of the virtual object from the launch point to the contact surface; if the distance information includes spatial linear displacement distance, obtain the three-dimensional spatial coordinates of the launch point and the three-dimensional spatial coordinates of the collision point when the virtual object contacts the contact surface, and calculate the two sets of coordinates using the spatial distance calculation rules between the two points to obtain the spatial linear displacement distance of the virtual object from the launch point to the contact surface; if the distance information includes the length of the falling motion path, collect its spatial position nodes at a preset period during the virtual object's movement from the launch point to the contact surface, and sequentially accumulate the displacement between adjacent position nodes to obtain the length of the falling motion path of the virtual object from the launch point to the contact surface. The following is a detailed explanation of one method for determining distance information.

[0035] Optionally, the distance information includes vertical height; determining the distance information between the launch point and the contact surface includes: obtaining the fall time of the virtual object from the launch point to the contact surface; and calculating the fall time using the free fall formula to obtain the vertical height of the virtual object from the launch point to the contact surface.

[0036] Vertical height can be understood as the height difference between the launch point and the contact surface in the vertical spatial dimension, and is one of the core representations of distance information. Vertical height can be the difference in vertical displacement between the launch position and the collision contact position of a virtual object, excluding horizontal displacement calculations. It only represents the falling amplitude in the direction of gravity and is a core physical indicator directly reflecting the impact strength upon landing. For example, in a game, water falls vertically to the ground from a release point 6 meters above the ground; in this case, 6 meters is the vertical height of the water's fall.

[0037] The fall time can be understood as a quantified value representing the entire duration of a virtual object's fall, and it is the core input parameter for calculating vertical height. The fall time is the total duration from the moment the virtual object begins its fall from the launch point until it collides with the contact surface. The fall time directly reflects the time span of the fall and can be obtained through game engine detection; it is a crucial intermediate quantity connecting the motion process and physics calculations. For example, in a game, the water flow effect starts timing from the moment the character releases a skill until the moment the water particles collide with the ground; this time is the fall time of that segment of water flow. For instance, the game engine could be Unreal Engine 5 (UE5). In the water flow landing sound effect scene, this game engine is responsible for driving the movement and rendering of the water flow effect. It identifies the moment of contact between the water flow and the ground through the collision detection module, records the fall time from the launch point to the contact surface, completes the physics calculation of vertical height, synchronizes the corresponding audio adjustment parameters to the interactive audio system, and triggers sound effect playback. It is the operational carrier for the entire virtual scene logic and sound effect linkage.

[0038] The free fall formula, a physical calculation rule in classical mechanics describing the motion of a normal free fall, is the core calculation basis for converting fall time to vertical height. It is used to calculate the displacement of an object falling under constant gravity and with negligible initial vertical velocity. The free fall formula establishes a quantitative correspondence between fall time, gravitational acceleration, and vertical fall distance, allowing the vertical height of the fall to be calculated from the measured fall time.

[0039] In one scenario, the game engine detects the fall time of the virtual object from the launch point to the contact surface to obtain the fall time. Further, the fall time is substituted into the free fall formula for calculation, and the calculated result is determined as the vertical height of the virtual object from the launch point to the contact surface.

[0040] For example, the vertical height can be determined using the following formula: in, It can represent the vertical height of a virtual object from the launch point to the contact surface; It can represent gravitational acceleration; It can represent the time it takes for a virtual object to fall from the launch point to the contact surface.

[0041] In one scenario, the provided solution, based on distance information, determines the sound effect adjustment parameters corresponding to the virtual object, which may include at least one of the following: normalizing the distance information using a preset parameter range to obtain the sound effect adjustment parameters corresponding to the virtual object; performing function operations on the distance information using a preset nonlinear mapping curve function to obtain the sound effect adjustment parameters corresponding to the virtual object; performing interval matching processing on the distance information using a preset multi-segment distance interval and parameter level mapping rule to obtain the sound effect adjustment parameters corresponding to the virtual object; or performing lookup interpolation processing on the distance information using a preset distance value and parameter value corresponding sampling table to obtain the sound effect adjustment parameters corresponding to the virtual object. One of these determination methods is described in detail below.

[0042] Optionally, the sound effect adjustment parameters corresponding to the virtual object are determined based on the distance information, including: normalizing the distance information using a preset parameter range to obtain the sound effect adjustment parameters corresponding to the virtual object.

[0043] The parameter range can be understood as a pre-defined target standard value range for sound effect adjustment parameters, serving as the output value range constraint benchmark for normalization operations. The parameter range can be a pre-configured numerical range used to limit the output boundaries of the sound effect adjustment parameters. The minimum value of the range corresponds to the adjustment benchmark for the weakest falling impact intensity, and the maximum value corresponds to the adjustment benchmark for the strongest falling impact intensity, ensuring that the output parameter values ​​can directly affect subsequent sound effect attribute adjustment logic. The parameter range can be any numerical range. For example, if the pre-defined value range for sound effect adjustment parameters is 0 to 10, this range is the parameter range, where a value of 0 corresponds to the lowest falling height, and a value of 10 corresponds to the highest falling height.

[0044] It should be noted that the parameter range can be customized according to the needs of actual application scenarios to adapt to different sound effect system specifications, sound effect design goals, and adjustment precision requirements. Specifically, the customizable content can include at least one of the following aspects: First, the endpoint boundaries of the range can be customized. That is, the minimum and maximum values ​​of the parameter range can be set as needed. This can be done by matching the native parameter value specifications of the audio middleware to ensure that the output parameters can be directly connected to the audio playback system; or it can be set according to the intensity grading requirements of the actual sound effect to match the layered logic of the sound effect design. For example, when connecting to the Wwise audio middleware, the parameter range can be customized to 0 to 10 to adapt to the standard value range of RTPC parameters; for lightweight and simple interactive scenarios, the range can also be customized to 0 to 3, corresponding only to low, medium, and high intensity sound effect adjustments. Second, the span and adjustment precision of the range can be customized. The total range of values ​​within the interval can be flexibly adjusted according to the desired smoothness of the sound effect transition. A larger interval range provides finer parameter adjustment granularity, supporting a smoother and more continuous sound effect transition; a smaller interval range corresponds to coarser adjustment granularity, suitable for simplified scenarios where high adjustment precision is not required. For example, for scenarios requiring delicate auditory transitions, such as waterfalls or continuous water flow, a larger parameter range can be set to ensure a natural and smooth change in sound intensity with height; for low-frequency interaction scenarios such as scattered falling props, the interval range can be reduced to decrease computational overhead. Thirdly, the interval can be customized according to object type. Different parameter ranges can be set for different types of virtual objects, allowing falling objects of different materials and properties to adapt to their respective parameter adjustment scales, without the need to use a uniform set of value standards. For example, one set of parameter ranges can be set for hard falling objects such as stones and metal components, and another set of parameter ranges can be set for flexible falling objects such as water flow and magical energy, respectively matching the landing sound change patterns of different objects.

[0045] Normalization can be understood as a numerical conversion operation that maps the original physical quantity value to a unified standard range on a proportional basis. It is the core processing method for standardizing distance data of different magnitudes. Normalization can be a linear proportional mapping process that uses the actual range of distance information as the input domain and the parameter range as the output domain. It converts the distance information into a value within the parameter range according to the corresponding proportion, transforming the physical dimension of distance information into a unified dimension of sound effect control quantity, eliminating the impact of differences in the magnitude of the original data on subsequent adjustments. For example, mapping the actual vertical height range of 0 meters to 20 meters to the parameter range of 0 to 10 on a linear scale, the parameter value corresponding to a vertical height of 10 meters is 5. This numerical conversion process is normalization.

[0046] In one scenario, the effective upper and lower limits of distance information are pre-defined, and corresponding parameter ranges are set. A linear mapping relationship is established, where the lower limit of distance information corresponds to the minimum value of the parameter range, and the upper limit of distance information corresponds to the maximum value of the parameter range. Furthermore, after obtaining the distance information of the virtual object, this distance information is substituted into the aforementioned linear mapping relationship for proportional conversion. The original distance information, which has physical spatial dimensions, is normalized and converted into a standardized control value falling within the parameter range, ultimately yielding the sound effect adjustment parameters corresponding to the current falling state.

[0047] S120. Based on the sound effect adjustment parameters, adjust the sound effect attribute parameters of the preset sound effect sample to obtain the adjusted sound effect attribute parameters.

[0048] The preset sound effect sample can be understood as a pre-made basic audio material, serving as the original carrier for sound effect playback and parameter adjustment. The preset sound effect sample can be a pre-made landing sound effect audio file stored in an audio resource library, forming the basic material for the final landing sound effect. By adjusting its attribute parameters, different intensities of auditory effects can be presented. For example, preset sound effect samples can be pre-made basic water splash landing sound effects or stone collision sound effects, both belonging to preset sound effect samples. In one scenario, the provided solution may include one type of sound effect sample, or at least two types of sound effect samples. The at least two types of sound effect samples may include a first sound effect sample and a second sound effect sample, where the distance information corresponding to the first sound effect sample is less than the distance information corresponding to the second sound effect sample. Optionally, when the preset sound effect sample includes one type of sound effect sample, this type of sound effect sample can be a general basic landing sound effect covering the entire distance range. Sound effect adjustments across the entire falling distance are all based on this single sound effect sample, achieving auditory differentiation of different falling intensities only by adjusting its volume, pitch, frequency gain, and other sound effect attribute parameters. This configuration has low resource consumption and simple playback control logic, making it suitable for lightweight scenarios with low interaction frequency and low requirements for sound effect layering, such as scattered item drops. Optionally, if the preset sound effect samples include at least two types of sound effect samples, they can be divided into a first sound effect sample and a second sound effect sample according to the baseline falling distance adapted to the samples. The distance information adapted to the first sound effect sample is less than that adapted to the second sound effect sample. The two types of sound effect samples correspond to the landing sound characteristics of different intensity ranges, and are dynamically mixed to form a landing sound effect output across the entire distance range. Specifically, the first sound effect sample is designed for the sound pattern of close-range falls, focusing on presenting a crisp and delicate sound of light contact, and is the main component of the sound effect in the low-distance range; the second sound effect sample is designed for the sound pattern of long-distance falls, focusing on presenting a heavy and low-frequency sound of strong impact, and is the main component of the sound effect in the high-distance range. As the distance information changes from low to high, the playback weight and auditory proportion of the first sound effect sample gradually decrease, while the playback weight and auditory proportion of the second sound effect sample gradually increase. Through a smooth weight transition, a natural connection between different intensity ranges is achieved. This avoids auditory distortion of a single sound effect sample at high intensity and solves the abrupt auditory problem caused by fixed gear switching, thus more realistically reproducing the differences in landing sound at different falling distances.

[0049] Among them, sound effect attribute parameters can be understood as adjustable audio attribute indicators that determine the auditory performance of sound effects, and are the core control objects for achieving sound effect differentiation. Sound effect attribute parameters can be various adjustable parameters that can change the auditory experience of sound effects, directly determining the auditory characteristics of sound effects such as loudness, pitch, and timbre. By adjusting these parameters, the same sound effect sample can present different intensities of auditory perception. Optionally, sound effect attribute parameters may include at least one of the following: playback volume, playback pitch, low-pass filter cutoff frequency, playback rate, low-frequency component gain, high-frequency component gain, and reverb delivery.

[0050] In one scenario, the provided solution adjusts the sound effect attribute parameters of a preset sound effect sample based on sound effect adjustment parameters to obtain adjusted sound effect attribute parameters. This can include at least one of the following: obtaining a preset sound effect sample, adjusting the sound effect attribute parameters of the preset sound effect sample based on sound effect adjustment parameters and preset parameter thresholds to obtain adjusted sound effect attribute parameters; or obtaining a preset sound effect sample, performing curve calculations on the sound effect attribute parameters of the preset sound effect sample based on sound effect adjustment parameters and preset attribute parameter response curves to obtain adjusted sound effect attribute parameters. One such adjustment method is described in detail below.

[0051] In one scenario, a preset sound effect sample can be obtained. Further, given sound effect adjustment parameters, these parameters can be matched with a preset parameter threshold. If the sound effect adjustment parameters are not greater than the preset parameter threshold, a first adjustment method can be used to adjust the sound effect attribute parameters of the preset sound effect sample. If the sound effect adjustment parameters are greater than the preset parameter threshold, a second adjustment method can be used to adjust the sound effect attribute parameters of the preset sound effect sample. Optionally, the first adjustment method may include at least one of the following: directly using the sound effect attribute parameters of the preset sound effect sample; obtaining the sound effect parameter increment and adjusting the sound effect attribute parameters of the preset sound effect sample based on the sound effect parameter increment. The second adjustment method may include: adjusting the sound effect attribute parameters of the preset sound effect sample based on a preset parameter correspondence relationship, where the parameter correspondence relationship may include at least one of the following: a positive correlation relationship, or a non-linear mapping relationship.

[0052] In another scenario, after obtaining a preset sound effect sample, the sound effect attribute parameters of the preset sound effect sample are calculated using curve operations based on the sound effect adjustment parameters and the preset attribute parameter response curves to obtain the adjusted sound effect attribute parameters. For example, for the sound effect attribute parameter of playback volume, the preset attribute parameter response curve is a sinusoidal rising curve; the current sound effect adjustment parameter is substituted into the function expression of this sinusoidal response curve to obtain the volume adjustment value corresponding to this sound effect adjustment parameter; this volume adjustment value is then superimposed on the original volume value of the preset sound effect sample to obtain the adjusted volume parameter. By replacing a single threshold or fixed increment with the attribute parameter response curve, a smooth non-linear transition of the sound effect attribute parameters can be achieved across the entire range of sound effect adjustment parameters.

[0053] S130. In response to detecting that a virtual object is in contact with a contact surface, a preset sound effect sample is played according to the adjusted sound effect attribute parameters to obtain the target sound effect corresponding to the virtual object.

[0054] The target sound effect can be understood as the final output landing sound effect that matches the current falling state of the virtual object. The target sound effect can be the landing sound effect played after adjusting the audio attribute parameters. Its auditory performance matches the actual falling intensity of the virtual object, accurately reflects the current physical state of the fall, and provides the user with corresponding auditory feedback. For example, the light splash sound effect corresponding to the falling of information at low distance and the heavy impact sound effect corresponding to the falling of information at high distance are both the final output target sound effects.

[0055] In one scenario, a landing sound effect event can be triggered when a virtual object is detected moving from the launch point to the contact surface and making contact with it. Further, the adjusted sound effect attribute parameters are written into the corresponding parameter interface of the audio playback component, completing the parameter initialization configuration before playback. Then, a playback command for a preset sound effect sample is triggered. During sound effect playback, the audio playback component uses the configured audio attribute parameters to control the loudness, pitch, frequency components, and other auditory characteristics of the preset sound effect sample in real time, ultimately outputting a target sound effect that precisely matches the distance information of the virtual object.

[0056] The technical solution of this disclosure, by determining the distance information between the virtual object's movement from the launch point to the contact surface and converting it into corresponding sound effect adjustment parameters, transforms the physical data of the virtual object's fall into control parameters that can drive sound effect changes. This achieves the association and binding of physical motion state with audio control logic, providing a core control basis for dynamic sound effect adjustment. Furthermore, by differentially adjusting the sound effect attribute parameters of various preset sound effect samples based on the sound effect adjustment parameters, the sound effect attribute parameters can be adaptively adjusted according to distance information, realizing dynamic changes in sound characteristics under different fall conditions and restoring the sound production rules in real physical scenes. Furthermore, by responding to the detection of contact between the virtual object and the contact surface, the preset sound effect sample is played according to the adjusted sound effect attribute parameters to obtain the target sound effect corresponding to the virtual object. This achieves the output of sound adapted to the current scene according to the dynamically adjusted sound effect attribute parameters, ensuring that the sound effect performance accurately matches the actual motion state of the virtual object, guaranteeing real-time playback of interactive sound effects, and effectively improving the naturalness of sound performance and the immersive auditory experience of the scene. The technical solution of this disclosure solves the problems in related technologies such as fixed landing sound effects, difficulty in reproducing the differences in landing sound under different falling conditions, monotonous sound performance, and insufficient immersion. It can dynamically adjust the auditory attributes of the landing sound effect based on the distance information between the launch point and the contact surface of the virtual object, achieve precise matching between the sound effect performance and the physical falling state, improve the physical realism and spatial immersion of the landing sound effect, and thus improve the realism of the game sound effect and the overall auditory immersion.

[0057] Figure 2 This is a schematic flowchart illustrating another sound effect processing method provided in this embodiment. The technical solution of this embodiment can be combined with other embodiments; for the same or related parts, they can be described in conjunction with the descriptions of other embodiments, and will not be repeated here. Figure 2 As shown, the method in this embodiment may specifically include: S210. Determine the distance information between the virtual object and the contact surface from the launch point, and determine the sound effect adjustment parameters corresponding to the virtual object based on the distance information.

[0058] S220, Obtain preset sound effect samples.

[0059] In one scenario, the provided solution for obtaining preset sound effect samples may include at least one of the following: selecting preset sound effect samples from multiple selectable sound effect samples according to preset sample selection rules; or receiving preset sound effect samples uploaded by users. The following provides a detailed explanation of one such method.

[0060] Optionally, obtaining preset sound effect samples includes: selecting preset sound effect samples from multiple selectable sound effect samples according to preset sample selection rules.

[0061] The sample selection rules can be understood as pre-defined sound effect sample screening and judgment logic, serving as the standard basis for locating suitable samples from candidate materials. The sample selection rules can be pre-configured screening conditions and matching rules, used to quickly select sound effect samples that are suitable for the current scene from multiple selectable sound effect samples. Optionally, the sample selection rules may include at least one of the following: random selection, selection based on virtual object material matching, selection based on contact surface material matching, and selection based on scene environment matching.

[0062] The optional sound effect samples can be understood as alternative sound effect materials stored in the audio resource library. These optional sound effect materials can be pre-made and stored in the library, representing different types and sound characteristics of sound effect base materials, covering sound effects for different materials and scenes. In one scenario, the provided solution can create a random container in the interactive audio system. This random container can be used to hold optional sound effect samples, and a preset sound effect sample can be randomly selected from the multiple optional sound effect samples held within the random container for playback.

[0063] In one scenario, a random container can be created within an interactive audio system, and multiple optional sound effect samples can be stored within it. Furthermore, the random container can be used to randomly select optional sound effect samples from these multiple samples, and the selected sample can be designated as the preset sound effect sample.

[0064] It should be noted that, when the preset sound effect samples include at least two types of sound effect samples, and the at least two types of sound effect samples may include a first sound effect sample and a second sound effect sample, a mixing container can be created in the interactive audio system. The mixing container may include a first random container and a second random container. The first container may be used to hold a first optional sound effect sample and randomly select the first sound effect sample from a plurality of first optional sound effect samples. The second container may be used to hold a second optional sound effect sample and randomly select the second sound effect sample from a plurality of second optional sound effect samples.

[0065] In one scenario, a mixing container can be created in an interactive audio system, and a first random container and a second random container can be created within the mixing container. Further, multiple first optional sound effect samples can be stored in the first random container, and multiple second optional sound effect samples can be stored in the second random container. Further still, a first sound effect sample can be randomly selected from the stored multiple first optional sound effect samples using the first random container, and a second sound effect sample can be randomly selected from the stored multiple second optional sound effect samples using the second random container.

[0066] S230. Based on the sound effect adjustment parameters and preset parameter thresholds, adjust the sound effect attribute parameters of the preset sound effect sample to obtain the adjusted sound effect attribute parameters.

[0067] The preset parameter threshold can be understood as a pre-set single critical value, serving as the logical dividing point for different sound effect attribute adjustment methods. The preset parameter threshold can be a pre-configured fixed numerical threshold, dividing the complete value range of the sound effect adjustment parameter into two independent adjustment segments. By comparing the sound effect adjustment parameter and the preset parameter threshold, the adjustment method for the sound effect attribute parameter can be determined. It should be noted that the value range of the preset parameter threshold will not exceed the first parameter interval. That is, the preset parameter threshold can be a graded judgment value set within the value range of the first parameter interval, and its value will always be within the range defined by the minimum and maximum values ​​of the first parameter interval, without exceeding its upper and lower boundaries. For example, assuming the first parameter interval is set to [0, 10], the preset parameter threshold can only be customized within the value range of 0 to 10. Optionally, the preset parameter threshold can include 4, 5, 6, 7, etc.

[0068] In one scenario, given the sound effect adjustment parameters, these parameters can be matched with a preset parameter threshold. If the sound effect adjustment parameters are not greater than the preset parameter threshold, a first adjustment method can be used to adjust the sound effect attribute parameters of the preset sound effect sample; if the sound effect adjustment parameters are greater than the preset parameter threshold, a second adjustment method can be used to adjust the sound effect attribute parameters of the preset sound effect sample. Optionally, the first adjustment method may include at least one of the following: directly using the sound effect attribute parameters of the preset sound effect sample; obtaining the sound effect parameter increment, and adjusting the sound effect attribute parameters of the preset sound effect sample based on the sound effect parameter increment. The second adjustment method may include: adjusting the sound effect attribute parameters of the preset sound effect sample based on a preset parameter correspondence relationship, wherein the parameter correspondence relationship may include at least one of the following: a positive correlation relationship, or a non-linear mapping relationship.

[0069] In one scenario, the provided solution includes at least two types of sound effect samples, which are a first sound effect sample and a second sound effect sample. The first sound effect attribute parameter of the first sound effect sample and the second sound effect attribute parameter of the second sound effect sample can be adjusted based on the sound effect adjustment parameter and the preset parameter threshold, respectively, to obtain the adjusted first sound effect attribute parameter and the adjusted second sound effect attribute parameter.

[0070] Optionally, the preset sound effect samples include at least two types of sound effect samples, including a first sound effect sample and a second sound effect sample, wherein the distance information corresponding to the first sound effect sample is less than the distance information corresponding to the second sound effect sample; based on the sound effect adjustment parameters and the preset parameter threshold, the sound effect attribute parameters of the preset sound effect samples are adjusted to obtain the adjusted sound effect attribute parameters, including: based on the sound effect adjustment parameters and the preset parameter threshold, adjusting the first sound effect attribute parameter of the first sound effect sample to obtain the adjusted first sound effect attribute parameter, and based on the sound effect adjustment parameters and the preset parameter threshold, adjusting the second sound effect attribute parameter of the second sound effect sample to obtain the adjusted second sound effect attribute parameter.

[0071] Among them, at least two types of sound effect samples can be understood as multiple sets of basic audio materials designed in layers according to the adaptation distance information, which are the original material carriers of the layered sound effect adjustment system. At least two types of materials can be multiple pre-made and stored landing sound effect materials with different sound characteristics, which are classified and designed according to the adaptation distance information. Different types of sound effect samples correspond to the landing sound feeling of different distance information, and work together to cover the sound effect performance of the entire distance range. Compared with a single sound effect sample, it can restore a more realistic layered auditory effect.

[0072] The first sound effect sample can be understood as the basic audio material adapted for close-range falls, and is a core component of the sound effect in the low-intensity range. The first sound effect sample can be a sound effect sample created for short-distance, low-impact fall scenarios, emphasizing a crisp, subtle, and light-impact sound. In low-distance fall scenarios, it serves as the main auditory component of the target sound effect, and its sound effect attribute parameters can be dynamically adjusted according to the sound effect adjustment parameters. For example, the first sound effect sample may include a low-ground landing sound effect sample, which includes audio files of water gently hitting the water surface at a low height, accompanied by subtle splashing sounds.

[0073] The second sound effect sample can be understood as the basic audio material adapted for long-distance falls, and is a core component of the high-intensity range. The second sound effect sample can be a sound effect sample created for long-distance, high-impact fall scenarios, emphasizing a heavy, low-frequency, and powerful impact. In high-distance fall scenarios, it serves as the main auditory component of the sound effect, working in conjunction with the first sound effect sample to achieve a natural auditory transition across the entire intensity range. For example, the second sound effect sample includes a high-altitude landing sound effect sample, which can include audio files of water violently impacting the ground from a height, accompanied by strong low-frequency vibrations.

[0074] The first sound effect attribute parameter can be understood as the initial baseline value of the adjustable acoustic attributes inherent in the first sound effect sample, and is the object of adjustment operations for the first sound effect sample. The first sound effect attribute parameter can be the default value of various parameters controlling the auditory performance of the first sound effect sample, serving as the calculation basis for executing adjustment logic for the first sound effect sample, and maintaining the initial default state when no adjustment is triggered. Optionally, the first sound effect attribute parameter may include at least one of the following: playback volume, playback pitch, low-pass filter cutoff frequency, playback rate, low-frequency component gain, high-frequency component gain, and reverb delivery. For example, if the first sound effect sample has a default volume of 70% and a default pitch of 0 semitones, this set of initial configuration values ​​constitutes the first sound effect attribute parameter of that first sound effect sample.

[0075] The second sound effect attribute parameter can be understood as the initial baseline value of the adjustable acoustic attributes inherent in the second sound effect sample, and is the object of adjustment operations for the second sound effect sample. The second sound effect attribute parameter can be the default value of various parameters controlling the auditory performance of the second sound effect sample, serving as the calculation basis for executing adjustment logic for the second sound effect sample, and maintaining the initial default state when no adjustment is triggered. Optionally, the second sound effect attribute parameter can include at least one of the following: playback volume, playback pitch, low-pass filter cutoff frequency, playback rate, low-frequency component gain, high-frequency component gain, and reverb delivery. For example, if the first sound effect sample has a default volume of 20% and a default pitch of -1 half-tone, this set of initial configuration values ​​constitutes the second sound effect attribute parameter of the second sound effect sample.

[0076] In one scenario, where the preset sound effect samples include a first sound effect sample and a second sound effect sample, the first sound effect attribute parameter of the first sound effect sample and the second sound effect attribute parameter of the second sound effect sample can be adjusted based on the sound effect adjustment parameters and preset parameter thresholds. This yields the adjusted first sound effect attribute parameters and the adjusted second sound effect attribute parameters. The adjustment processes for the first and second sound effect attribute parameters are explained below.

[0077] Optionally, based on the sound effect adjustment parameters and the preset parameter threshold, the first sound effect attribute parameters of the first sound effect sample are adjusted to obtain the adjusted first sound effect attribute parameters, including: in response to the sound effect adjustment parameters being greater than the preset parameter threshold, the first sound effect attribute parameters of the first sound effect sample are adjusted based on the preset first parameter correspondence to obtain the adjusted first sound effect attribute parameters.

[0078] The first parameter correspondence can be understood as a pre-configured parameter mapping rule specifically for the first sound effect sample, serving as the calculation basis for adjusting the first sound effect attributes in scenarios where the parameters exceed a preset threshold. The first parameter correspondence can be a pre-determined parameter matching logic, clarifying the corresponding patterns of changes in the acoustic attributes of the first sound effect sample with intensity after the sound effect attribute parameters exceed the preset threshold. The first parameter correspondence can be used to precisely control the auditory change trend of the first sound effect sample within the high-intensity range. The first parameter correspondence can be used to indicate the correspondence between the sound effect adjustment parameters and the increment of the first sound effect parameters; alternatively, the first parameter correspondence can also be used to indicate the correspondence between the sound effect adjustment parameters and the adjusted first sound effect attribute parameters. Optionally, the first parameter correspondence can include at least one of the following: positive correlation, piecewise linear relationship, fixed value correspondence, or exponential correspondence.

[0079] The positive correlation can be understood as a pattern of change in parameter mapping, meaning that the values ​​of the independent and dependent variables change in the same direction. Under the rule of the first parameter correspondence, when the value of the sound effect adjustment parameter (the independent variable) increases, the value of the first sound effect attribute parameter (the dependent variable) also increases synchronously, and the two change in the same direction. The first parameter correspondence can be applied to the true acoustic characteristic that the first sound effect attribute parameter of the first sound effect sample increases synchronously with distance after the fall intensity is increased (i.e., after the sound effect adjustment parameter increases). For example, when the sound effect adjustment parameter increases from 5 to 10, the volume increment of the first sound effect sample gradually increases from 0 dB to +8 dB, and the pitch increment gradually increases from 0 to +300 cents. The correspondence between the sound effect adjustment parameter and the volume and pitch increments is the first parameter correspondence.

[0080] In one scenario, the provided solution adjusts the first sound effect attribute parameter of the first sound effect sample based on a preset first parameter correspondence to obtain the adjusted first sound effect attribute parameter. This adjustment may include at least one of the following: determining the first sound effect parameter increment based on the sound effect adjustment parameter and the preset first parameter correspondence; adding the first sound effect parameter increment to the first sound effect attribute parameter to obtain the adjusted first sound effect attribute parameter; or determining the adjusted first sound effect attribute parameter based on the sound effect adjustment parameter and the preset first parameter correspondence. One such adjustment method is described in detail below.

[0081] Optionally, based on a preset first parameter correspondence, the first sound effect attribute parameter of the first sound effect sample is adjusted to obtain the adjusted first sound effect attribute parameter, including: determining the first sound effect parameter increment based on the sound effect adjustment parameter and the preset first parameter correspondence, and adding the first sound effect parameter increment to the first sound effect attribute parameter to obtain the adjusted first sound effect attribute parameter.

[0082] The first sound effect parameter increment can be understood as the change range of the first sound effect attribute obtained through the correspondence of the first parameter, and is the adjustment amount superimposed on the first sound effect attribute parameter. The first sound effect parameter increment can be a numerical increment calculated by combining the sound effect adjustment parameter with the correspondence of the first parameter. The value of the numerical increment can be positive or negative, representing the magnitude by which the first sound effect attribute parameter needs to be increased or decreased based on the original baseline value. It is an intermediate calculation quantity for achieving continuous and smooth adjustment of the sound effect attribute. For example, if the sound effect adjustment parameter is 8, the volume increment obtained through the correspondence of the first parameter is +6 dB, and the pitch increment is +200 cents. This change of +6 dB and +200 cents is the first sound effect parameter increment.

[0083] In one scenario, the attribute adjustment of the first sound effect sample uses an incremental, linear calculation method, suitable for continuous, gradual changes after the sound effect adjustment parameters trigger the corresponding adjustment logic. The current sound effect adjustment parameters can be used as input, and a pre-defined first parameter correspondence can be used to calculate and determine the increment of the first sound effect parameter corresponding to this adjustment. Further, the calculated increment of the first sound effect parameter is arithmetically added to the first sound effect attribute parameter of the first sound effect sample, and the final output is the adjusted first sound effect attribute parameter. For example, continuing with the previous example, the increment of the first sound effect parameter includes: volume increment + 6 dB and pitch increment + 200 cents; the first sound effect attribute parameter includes: volume 20 dB and pitch 100 cents; adding the increment of the first sound effect parameter and the first sound effect attribute parameter to obtain the adjusted first sound effect attribute parameter can include: volume 26 dB and pitch 300 cents.

[0084] In one scenario, the provided solution allows for maintaining the first sound effect attribute parameter directly without adjusting the first sound effect attribute parameter of the first sound effect sample if the sound effect adjustment parameter is not greater than the preset parameter threshold.

[0085] Optionally, based on the sound effect adjustment parameters and the preset parameter threshold, the second sound effect attribute parameters of the second sound effect sample are adjusted to obtain the adjusted second sound effect attribute parameters, including: in response to the sound effect adjustment parameters not being greater than the preset parameter threshold, obtaining the second sound effect parameter increment, and adjusting the second sound effect attribute parameters of the second sound effect sample based on the second sound effect parameter increment to obtain the adjusted second sound effect attribute parameters; in response to the sound effect adjustment parameters being greater than the preset parameter threshold, adjusting the second sound effect attribute parameters of the second sound effect sample based on the preset second parameter correspondence to obtain the adjusted second sound effect attribute parameters.

[0086] The second sound effect parameter increment can be understood as a fixed total adjustment range applied uniformly to the second sound effect attribute parameter when the sound effect adjustment parameter is not greater than the preset parameter threshold. The second sound effect parameter increment can be a constant total adjustment amount when the sound effect adjustment parameter is not greater than the preset parameter threshold, rather than a unit rate of change that varies with the sound effect adjustment parameter. In other words, when the sound effect adjustment parameter does not exceed the preset parameter threshold, the second sound effect parameter increment is a fixed value and will not change due to changes in the size of the sound effect adjustment parameter. Regardless of which value the current sound effect adjustment parameter takes that does not exceed the preset parameter threshold, this constant increment is used uniformly and added to the second sound effect attribute parameter, resulting in a fixed adjusted sound effect attribute parameter. For example, if the preset parameter threshold is 5, the second sound effect parameter increment is fixed at -200dB. When the sound effect adjustment parameter is 2 (not exceeding the preset parameter threshold): the original volume is +(-200 dB), and the output volume remains constant; when the sound effect adjustment parameter is 4 (not exceeding the preset parameter threshold): the fixed increment of -200 dB is still added, and the output volume is exactly the same as the previous value; the volume of the second sound effect sample is always maintained at -200 dB throughout the entire range, remaining silent.

[0087] It should be noted that in low-impact scenarios where the sound effect adjustment parameters do not exceed the preset parameter threshold, the second sound effect attribute parameters are adjusted using a fixed increment of the second sound effect parameter. This is because the increment value is a value that significantly reduces the volume (e.g., -200 dB), which can suppress the volume of the second sound effect sample to a level that is completely imperceptible to the human ear. The second sound effect sample is suitable for long-distance, high-impact sound production scenarios, and does not need to produce sound under low-intensity conditions. This method keeps the sample silent throughout, ensuring that the first sound effect sample dominates in close-range scenarios, and also avoiding the timbre chaos and volume imbalance caused by the superposition of multiple sound effects. At the same time, it reserves a clear switching node for the second sound effect sample to produce sound normally after the parameters exceed the threshold.

[0088] The second parameter correspondence can be understood as a pre-configured parameter mapping rule specifically for the second sound effect sample, serving as the calculation basis for adjusting the second sound effect attributes in scenarios exceeding a preset parameter threshold. The second parameter correspondence can be a pre-determined parameter matching logic, clarifying the corresponding patterns of changes in various acoustic attributes of the second sound effect sample with intensity after the sound effect attribute parameters exceed the preset parameter threshold. The second parameter correspondence can be used to precisely control the auditory change trend of the second sound effect sample within the high-intensity range. The second parameter correspondence can be used to indicate the correspondence between the sound effect adjustment parameter and the third sound effect parameter increment; alternatively, the second parameter correspondence can also be used to indicate the correspondence between the second sound effect adjustment parameter and the adjusted second sound effect attribute parameter. Optionally, the second parameter correspondence can include at least one of the following: non-linear mapping relationship, linear mapping relationship, fixed-value mapping relationship, exponential mapping relationship, and logarithmic mapping relationship.

[0089] Nonlinear mapping relationships can be understood as numerical correlations with non-constant rates of change. Unlike linear rules of uniform change, the rate of increase or decrease in sound effect attributes dynamically changes with the adjustment parameters. Nonlinear mapping relationships often take the form of curves, allowing for smoother and more natural sound transitions that better match realistic auditory and physical effects. Optionally, nonlinear mapping relationships can include at least one of the following: sine curve mapping relationships, cosine curve mapping relationships, and quadratic function mapping relationships.

[0090] The sine curve mapping relationship can be a nonlinear parameter mapping law that is fast at first and slow at the next, representing a specific implementation of nonlinear mapping relationships. Typically, the sine function is chosen to be... The monotonically rising segment of the interval serves as a mapping curve. This curve can be used to indicate the correspondence between the sound effect adjustment parameter and the increment of the third sound effect parameter, or the correspondence between the second sound effect adjustment parameter and the adjusted second sound effect attribute parameter. The characteristics of the sinusoidal mapping relationship are: rapid increase in the initial stage above the threshold, gradual slowing down as it approaches the upper limit, and finally smooth convergence to the maximum value. This aligns with the human ear's perception of loudness changes and more closely resembles the loudness growth pattern of realistic impact sound effects, eliminating the abrupt inflection points of linear adjustment. For example, in the process of increasing the sound effect adjustment parameter from 5 to 10, the volume increment first rapidly increases from -20 dB to -5 dB, then slowly converges to 0 dB. The overall change curve conforms to a sinusoidal upward trend; this mapping pattern is the sinusoidal mapping relationship.

[0091] Optionally, based on a preset second parameter correspondence, the second sound effect attribute parameters of the second sound effect sample are adjusted to obtain the adjusted second sound effect attribute parameters, including: determining the third sound effect parameter increment based on the sound effect adjustment parameters and the preset second parameter correspondence, and adding the third sound effect parameter increment to the second sound effect attribute parameters to obtain the adjusted second sound effect attribute parameters.

[0092] The third sound effect parameter increment can be understood as the change in the second sound effect attribute obtained through the correspondence between the second and third parameters. It is the adjustment amount superimposed on the second sound effect attribute parameter. The third sound effect parameter increment can be a numerical increment calculated by combining the sound effect adjustment parameter with the correspondence between the second and third parameters. The value of this numerical increment can be positive or negative, representing the magnitude by which the second sound effect attribute parameter needs to be increased or decreased based on the original baseline value. It is an intermediate calculation quantity for achieving continuous and smooth adjustment of the sound effect attribute. For example, if the sound effect adjustment parameter is 8, the volume increment obtained through the correspondence between the second and third parameters is -1 dB. This -1 dB change is the third sound effect parameter increment.

[0093] In one scenario, the sound effect adjustment parameter can be compared with a preset parameter threshold. If the adjustment parameter is not greater than the threshold, a second sound effect parameter increment can be obtained. This increment is then superimposed on the second sound effect attribute parameter of the second sound effect sample, and the resulting parameter is determined as the adjusted second sound effect attribute parameter. If the adjustment parameter exceeds the threshold, the current parameter is used as input, and a conversion is performed based on the preset second parameter correspondence to determine the third sound effect parameter increment. Further, the calculated third increment is arithmetically superimposed on the second sound effect attribute parameter of the second sound effect sample, ultimately outputting the adjusted second sound effect attribute parameter.

[0094] S240. In response to detecting that a virtual object is in contact with a contact surface, a preset sound effect sample is played according to the adjusted sound effect attribute parameters to obtain the target sound effect corresponding to the virtual object.

[0095] In one scenario, the provided solution allows for the playback of the first and second sound effect samples based on their corresponding sound effect attribute parameters, provided that the preset sound effect samples include a first sound effect sample and a second sound effect sample. This allows for the acquisition of the target sound effect corresponding to the virtual object.

[0096] Optionally, a preset sound effect sample is played according to the adjusted sound effect attribute parameters to obtain a target sound effect corresponding to the virtual object, including: playing a first sound effect sample according to the adjusted first sound effect attribute parameters, and playing a second sound effect sample according to the adjusted second sound effect attribute parameters to obtain a target sound effect corresponding to the virtual object.

[0097] In one scenario, the first and second sound effect samples are played synchronously according to the two sets of adjusted sound effect attribute parameters. The two audio streams are then mixed to form the final target sound effect. In the low-intensity range (i.e., when the sound effect adjustment parameters are not greater than the preset parameter threshold), the second sound effect sample remains silent, and only the first sound effect sample outputs sound. When the sound effect adjustment parameters exceed the preset parameter threshold, the first and second sound effect samples change synchronously and superimpose sound according to their respective adjustment rules, presenting a complete auditory effect that gradually transitions from a soft sound to a heavy impact sound as the intensity of the virtual object's fall changes.

[0098] The technical solution of this disclosure, by acquiring preset sound effect samples and combining sound effect adjustment parameters with preset parameter thresholds to differentiate the sound effect attributes, achieves the effect of dynamically controlling sound effect parameters according to the falling state of virtual objects. By relying on preset parameter thresholds to divide different adjustment logics, the sound effect changes conform to the actual physical scene, overcoming the drawbacks of traditional fixed sound effect parameters, and enabling the sound effect performance to flexibly change with the motion state, laying the foundation for outputting dynamic sound effects adapted to the scene.

[0099] This disclosure provides an optional embodiment of a sound effect processing method, the specific implementation of which can be found in the following embodiments. Technical features that are the same as or similar to those in the above embodiments will not be repeated here. This sound effect processing method can process the sound effects of water flow effects in game scenes. The following uses a virtual object as an example to describe the sound effect processing method.

[0100] First, prepare the sound effects materials and create two types of water-falling audio materials as needed. Prepare three low-altitude water-falling sound effects with a soft, short, and crisp tone to simulate the sound of water splashing at a low height; at the same time, prepare three high-altitude water-falling sound effects to highlight the low-frequency impact, water splash diffusion effect, and heavy texture, to reproduce the auditory characteristics of water falling from a height. The two types of materials will have a clear auditory distinction.

[0101] Secondly, complete the audio container architecture setup in Wwise. Create a new mixing container named "Waterfall Height Mixing Container" as the overall sound effect carrier; within it, create two random containers for low-level and high-level waterfall, and place the low-level and high-level sound effect materials into them respectively. Set the pitch random range in the sound effect attribute parameters of the two random containers to -100 to 200, so that the continuously played waterfall sound produces subtle pitch differences, effectively avoiding the repetitive feeling caused by looping playback.

[0102] Next, complete the configuration of sound effect adjustment parameters and dynamic sound effect logic. Create a first parameter range with values ​​from 0 to 10. This value maps the height and speed of the falling water. The smaller the value, the lower the height / speed, and the larger the value, the higher the height / speed. The preset parameter threshold is set to 5. For the low-lying water falling sound container: if the sound effect adjustment parameter is not greater than 5, maintain the original volume and pitch, i.e., the first sound effect attribute parameter of the first sound effect sample; if the sound effect adjustment parameter is greater than 5, the volume gradually increases from 0 dB to +8 dB, and the pitch increases from 0 to 300 cents, making the sound louder and brighter as the height increases. For the high-lying landing sound container: if the sound effect adjustment parameter is not greater than 5, fix it at -200dB to maintain complete silence; if the sound effect adjustment parameter is greater than 5, rely on a sine curve for smooth fade-in. When the sound effect adjustment parameter reaches 7.5, the volume approaches the normal level of -1dB, ensuring that the sound effect can be emitted normally in the high-lying range.

[0103] Finally, the UE5 engine is integrated to achieve data interaction and event triggering. A water drop playback event is created in Wwise and associated with the top-level mixing container. The UE5 side detects the duration of the water drop, calculates the actual drop height using the free-fall formula, and then normalizes the height data to convert it into sound effect adjustment parameters in the 0-10 range. When the water hits the ground, the engine first pushes the real-time sound effect adjustment parameters to Wwise, then triggers the playback event. Wwise automatically adjusts the volume, pitch, and playback weight of the two sound effects based on the sound effect adjustment parameters, combining random samples and random pitch to ultimately output a natural and rich target water drop sound effect that dynamically changes with the drop height.

[0104] Figure 3 This is a schematic diagram of the structure of a sound effect processing device provided in an embodiment of this disclosure. Figure 3 As shown, the sound effect processing device includes a first module 310, a second module 320, and a third module 330. The first module 310 is used to determine the distance information between the virtual object's movement from the launch point and the contact surface, and to determine sound effect adjustment parameters corresponding to the virtual object based on the distance information. The second module 320 is used to adjust the sound effect attribute parameters of a preset sound effect sample based on the sound effect adjustment parameters to obtain adjusted sound effect attribute parameters. The third module 330 is used to, in response to detecting contact between the virtual object and the contact surface, play the preset sound effect sample according to the adjusted sound effect attribute parameters to obtain a target sound effect corresponding to the virtual object.

[0105] The technical solution of this disclosure, by determining the distance information between the virtual object's movement from the launch point to the contact surface and converting it into corresponding sound effect adjustment parameters, transforms the physical data of the virtual object's fall into control parameters that can drive sound effect changes. This achieves the association and binding of physical motion state with audio control logic, providing a core control basis for dynamic sound effect adjustment. Furthermore, by differentially adjusting the sound effect attribute parameters of various preset sound effect samples based on the sound effect adjustment parameters, the sound effect attribute parameters can be adaptively adjusted according to distance information, realizing dynamic changes in sound characteristics under different fall conditions and restoring the sound production rules in real physical scenes. Furthermore, by responding to the detection of contact between the virtual object and the contact surface, the preset sound effect sample is played according to the adjusted sound effect attribute parameters to obtain the target sound effect corresponding to the virtual object. This achieves the output of sound adapted to the current scene according to the dynamically adjusted sound effect attribute parameters, ensuring that the sound effect performance accurately matches the actual motion state of the virtual object, guaranteeing real-time playback of interactive sound effects, and effectively improving the naturalness of sound performance and the immersive auditory experience of the scene. The technical solution of this disclosure solves the problems in related technologies such as fixed landing sound effects, difficulty in reproducing the differences in landing sound under different falling conditions, monotonous sound performance, and insufficient immersion. It can dynamically adjust the auditory attributes of the landing sound effect based on the distance information between the launch point and the contact surface of the virtual object, achieve precise matching between the sound effect performance and the physical falling state, improve the physical realism and spatial immersion of the landing sound effect, and thus improve the realism of the game sound effect and the overall auditory immersion.

[0106] In some embodiments of this disclosure, optionally, the distance information includes vertical height; the first module 310 includes: a first unit and a second unit. The first unit is used to obtain the fall time of the virtual object from the launch point to the contact surface; the second unit is used to calculate the fall time using a free-fall formula to obtain the vertical height of the virtual object from the launch point to the contact surface.

[0107] In some embodiments of this disclosure, optionally, the first module 310 includes a third unit. The third unit is configured to normalize the distance information using a preset parameter range to obtain sound effect adjustment parameters corresponding to the virtual object.

[0108] In some embodiments of this disclosure, optionally, the second module 320 includes a first submodule and a second submodule. The first submodule is used to acquire a preset sound effect sample; the second submodule is used to adjust the sound effect attribute parameters of the preset sound effect sample based on the sound effect adjustment parameters and a preset parameter threshold, to obtain adjusted sound effect attribute parameters.

[0109] In some embodiments of this disclosure, optionally, the preset sound effect sample includes at least two types of sound effect samples, the at least two types of sound effect samples including a first sound effect sample and a second sound effect sample, wherein the distance information corresponding to the first sound effect sample is less than the distance information corresponding to the second sound effect sample; the second sub-module includes: a fourth unit and a fifth unit; wherein, the fourth unit is used to adjust the first sound effect attribute parameter of the first sound effect sample based on the sound effect adjustment parameter and the preset parameter threshold to obtain the adjusted first sound effect attribute parameter; the fifth unit is used to adjust the second sound effect attribute parameter of the second sound effect sample based on the sound effect adjustment parameter and the preset parameter threshold to obtain the adjusted second sound effect attribute parameter; the third module 330 is specifically used to play the first sound effect sample according to the adjusted first sound effect attribute parameter, and to play the second sound effect sample according to the adjusted second sound effect attribute parameter, so as to obtain the target sound effect corresponding to the virtual object.

[0110] In some embodiments of this disclosure, optionally, the fourth unit includes a first subunit; the first subunit is configured to adjust the first sound effect attribute parameter of the first sound effect sample based on a preset first parameter correspondence relationship in response to the sound effect adjustment parameter being greater than the preset parameter threshold, thereby obtaining the adjusted first sound effect attribute parameter, wherein the first parameter correspondence relationship includes a positive correlation relationship.

[0111] In some embodiments of this disclosure, optionally, the first subunit is specifically used to determine the first sound effect parameter increment based on the correspondence between the sound effect adjustment parameter and the preset first parameter, and to add the first sound effect parameter increment to the first sound effect attribute parameter to obtain the adjusted first sound effect attribute parameter.

[0112] In some embodiments of this disclosure, optionally, the fifth unit is specifically configured to: in response to the sound effect adjustment parameter not being greater than a preset parameter threshold, obtain a second sound effect parameter increment, and adjust the second sound effect attribute parameter of the second sound effect sample based on the second sound effect parameter increment to obtain the adjusted second sound effect attribute parameter; in response to the sound effect adjustment parameter being greater than the preset parameter threshold, adjust the second sound effect attribute parameter of the second sound effect sample based on a preset second parameter correspondence relationship to obtain the adjusted second sound effect attribute parameter, wherein the second parameter correspondence relationship includes a non-linear mapping relationship.

[0113] The sound effect processing apparatus provided in this disclosure can execute the sound effect processing method provided in any embodiment of this disclosure, and has the corresponding functional modules and beneficial effects of executing the method.

[0114] It is worth noting that the various units and modules included in the above-mentioned sound effect processing device are only divided according to functional logic, but are not limited to the above division, as long as the corresponding functions can be realized; in addition, the specific names of each functional unit are only for easy differentiation and are not used to limit the protection scope of the embodiments of this disclosure.

[0115] Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. The electronic device 10 is intended to represent various forms of digital computers, such as laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. The electronic device may also represent various forms of mobile devices, such as personal digital processors, cellular phones, smartphones, wearable devices (such as helmets, glasses, watches, etc.), and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely illustrative and are not intended to limit the implementation of the present disclosure described and / or claimed herein.

[0116] like Figure 4 As shown, the electronic device 10 includes at least one processor 11 and a memory, such as a read-only memory (ROM) 12 or a random access memory (RAM) 13, communicatively connected to the at least one processor 11. The memory stores computer programs executable by the at least one processor. The processor 11 can perform various appropriate actions and processes based on the computer program stored in the ROM 12 or loaded from storage unit 18 into the RAM 13. The RAM 13 may also store various programs and data required for the operation of the electronic device 10. The processor 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output (I / O) interface 15 is also connected to the bus 14.

[0117] Multiple components in electronic device 10 are connected to I / O interface 15, including: input unit 16, such as keyboard, mouse, etc.; output unit 17, such as various types of displays, speakers, etc.; storage unit 18, such as disk, optical disk, etc.; and communication unit 19, such as network card, modem, wireless transceiver, etc. Communication unit 19 allows electronic device 10 to exchange information / data with other devices through computer networks such as the Internet and / or various telecommunications networks.

[0118] Processor 11 can be a variety of general-purpose and / or special-purpose processing components with processing and computing capabilities. Some examples of processor 11 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various special-purpose artificial intelligence (AI) computing chips, various processors running machine learning model algorithms, a digital signal processor (DSP), and any suitable processor, controller, microcontroller, etc. Processor 11 performs the various methods and processes described above, such as audio processing methods.

[0119] In some embodiments, the sound effects processing method may be implemented as a computer program tangibly contained in a computer-readable storage medium, such as storage unit 18. In some embodiments, part or all of the computer program may be loaded and / or installed on electronic device 10 via read-only memory (ROM) 12 and / or communication unit 19. When the computer program is loaded into random access memory (RAM) 13 and executed by processor 11, one or more steps of the sound effects processing method described above may be performed. Alternatively, in other embodiments, processor 11 may be configured to perform the sound effects processing method by any other suitable means (e.g., by means of firmware).

[0120] Various implementations of the systems and techniques described above herein can be implemented in digital circuit systems, integrated circuits, field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), application-specific standard products (ASSPs), systems-on-chips (SoCs), complex programmable logic devices (CPLDs), computer hardware, firmware, software, and / or combinations thereof. These various implementations may include implementations in one or more computer programs that can be executed and / or interpreted on a programmable system including at least one programmable processor, which may be a dedicated or general-purpose programmable processor, capable of receiving data and instructions from a storage system, at least one input device, and at least one output device, and transferring data and instructions to the storage system, at least one input device, and at least one output device.

[0121] Computer programs for implementing the sound processing methods of this disclosure can be written in any combination of one or more programming languages. These computer programs can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device, such that when executed by the processor, the computer programs cause the functions / operations specified in the flowcharts and / or block diagrams to be implemented. The computer programs can be executed entirely on a machine, partially on a machine, or as a standalone software package, partially on a machine and partially on a remote machine, or entirely on a remote machine or server.

[0122] This disclosure provides a computer-readable storage medium storing computer instructions for causing a processor to execute a sound effect processing method, comprising: determining distance information between a virtual object moving from a launch point to a contact surface; determining sound effect adjustment parameters corresponding to the virtual object based on the distance information; adjusting sound effect attribute parameters of a preset sound effect sample based on the sound effect adjustment parameters to obtain adjusted sound effect attribute parameters; and playing the preset sound effect sample according to the adjusted sound effect attribute parameters in response to detecting contact between the virtual object and the contact surface to obtain a target sound effect corresponding to the virtual object.

[0123] In the context of this disclosure, a computer-readable storage medium can be a tangible medium that may contain or store a computer program for use by or in conjunction with an instruction execution system, apparatus, or device. A computer-readable storage medium can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. Alternatively, a computer-readable storage medium can be a machine-readable signal medium. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM, also known as flash memory), optical fiber, compact disc read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.

[0124] To provide interaction with a user, the systems and techniques described herein can be implemented on an electronic device having: a display device for displaying information to the user (e.g., a cathode-ray tube (CRT) or liquid crystal display (LCD) monitor); and a keyboard and pointing device (e.g., a mouse or trackball) through which the user provides input to the electronic device. Other types of devices can also be used to provide interaction with the user; for example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form (including sound input, voice input, or tactile input).

[0125] The systems and technologies described herein can be implemented in computing systems that include backend components (e.g., as data servers), or middleware components (e.g., application servers), or frontend components (e.g., user computers with graphical user interfaces or web browsers through which users can interact with implementations of the systems and technologies described herein), or any combination of such backend, middleware, or frontend components. The components of the system can be interconnected via digital data communication of any form or medium (e.g., communication networks). Examples of communication networks include local area networks (LANs), wide area networks (WANs), blockchain networks, and the Internet.

[0126] A computing system can include clients and servers. Clients and servers are generally located far apart and typically interact through communication networks. The client-server relationship is created by computer programs running on the respective computers and having a client-server relationship with each other. The server can be a cloud server, also known as a cloud computing server or cloud host, which is a hosting product within the cloud computing service system. It addresses the shortcomings of traditional physical hosts and Virtual Private Server (VPS) services, such as high management difficulty and weak business scalability.

[0127] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication unit 19, or installed from storage unit 18, or installed from ROM 12. When the computer program is executed by processor 11, it performs the functions defined in the methods of embodiments of this disclosure.

[0128] This disclosure also provides a computer program product, including a computer program that, when executed by a processor, implements a sound effect processing method according to any embodiment of this disclosure.

[0129] In implementing a computer program product, computer program code for performing the operations of this disclosure can be written in one or more programming languages ​​or a combination thereof. Programming languages ​​include object-oriented programming languages ​​such as Java, Smalltalk, and C++, as well as conventional procedural programming languages ​​such as C or similar languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0130] It should be understood that the various forms of processes shown above can be used to rearrange, add, or delete steps. For example, the steps described in this disclosure can be executed in parallel, sequentially, or in different orders, as long as the desired result of the technical solution of this disclosure can be achieved, and this is not limited herein.

[0131] The specific embodiments described above do not constitute a limitation on the scope of protection of this disclosure. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can be made according to design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of this disclosure should be included within the scope of protection of this disclosure.

Claims

1. A sound effect processing method, characterized in that, include: Determine the distance information between the virtual object's movement from the launch point and the contact surface, and determine the sound effect adjustment parameters corresponding to the virtual object based on the distance information; Based on the sound effect adjustment parameters, the sound effect attribute parameters of the preset sound effect sample are adjusted to obtain the adjusted sound effect attribute parameters; In response to detecting that the virtual object is in contact with the contact surface, the preset sound effect sample is played according to the adjusted sound effect attribute parameters to obtain the target sound effect corresponding to the virtual object.

2. The sound effect processing method according to claim 1, characterized in that, The distance information includes vertical height; the determination of the distance information between the virtual object's movement from the launch point and the contact surface includes: Obtain the fall time of the virtual object from the launch point to the contact surface; The fall time is calculated using the free fall formula to obtain the vertical height of the virtual object from the launch point to the contact surface.

3. The sound effect processing method according to claim 1, characterized in that, The step of determining the sound effect adjustment parameters corresponding to the virtual object based on the distance information includes: The distance information is normalized using a preset parameter range to obtain sound effect adjustment parameters corresponding to the virtual object.

4. The sound effect processing method according to claim 1, characterized in that, The step of adjusting the sound effect attribute parameters of the preset sound effect sample based on the sound effect adjustment parameters to obtain the adjusted sound effect attribute parameters includes: Get preset sound effect samples; Based on the sound effect adjustment parameters and preset parameter thresholds, the sound effect attribute parameters of the preset sound effect sample are adjusted to obtain the adjusted sound effect attribute parameters.

5. The sound effect processing method according to claim 4, characterized in that, The preset sound effect sample includes at least two types of sound effect samples, including a first sound effect sample and a second sound effect sample, wherein the distance information corresponding to the first sound effect sample is less than the distance information corresponding to the second sound effect sample. The step of adjusting the sound effect attribute parameters of the preset sound effect sample based on the sound effect adjustment parameters and the preset parameter threshold to obtain the adjusted sound effect attribute parameters includes: Based on the sound effect adjustment parameters and preset parameter thresholds, the first sound effect attribute parameters of the first sound effect sample are adjusted to obtain the adjusted first sound effect attribute parameters, and... Based on the sound effect adjustment parameters and the preset parameter threshold, the second sound effect attribute parameters of the second sound effect sample are adjusted to obtain the adjusted second sound effect attribute parameters; The step of playing the preset sound effect sample according to the adjusted sound effect attribute parameters to obtain the target sound effect corresponding to the virtual object includes: The first sound effect sample is played according to the adjusted first sound effect attribute parameters, and the second sound effect sample is played according to the adjusted second sound effect attribute parameters, so as to obtain the target sound effect corresponding to the virtual object.

6. The sound effect processing method according to claim 5, characterized in that, The step of adjusting the first sound effect attribute parameters of the first sound effect sample based on the sound effect adjustment parameters and the preset parameter threshold to obtain the adjusted first sound effect attribute parameters includes: In response to the sound effect adjustment parameter being greater than the preset parameter threshold, the first sound effect attribute parameter of the first sound effect sample is adjusted based on the preset first parameter correspondence relationship to obtain the adjusted first sound effect attribute parameter. The first parameter correspondence relationship includes a positive correlation relationship.

7. The sound effect processing method according to claim 6, characterized in that, The adjustment of the first sound effect attribute parameters of the first sound effect sample based on the preset first parameter correspondence relationship to obtain the adjusted first sound effect attribute parameters includes: Based on the correspondence between the sound effect adjustment parameters and the preset first parameter, the increment of the first sound effect parameter is determined, and the increment of the first sound effect parameter is added to the first sound effect attribute parameter to obtain the adjusted first sound effect attribute parameter.

8. The sound effect processing method according to claim 7, characterized in that, The step of adjusting the second sound effect attribute parameters of the second sound effect sample based on the sound effect adjustment parameters and the preset parameter threshold to obtain the adjusted second sound effect attribute parameters includes: In response to the sound effect adjustment parameter not being greater than a preset parameter threshold, the second sound effect parameter increment is obtained, and the second sound effect attribute parameter of the second sound effect sample is adjusted based on the second sound effect parameter increment to obtain the adjusted second sound effect attribute parameter; In response to the sound effect adjustment parameter being greater than the preset parameter threshold, the second sound effect attribute parameter of the second sound effect sample is adjusted based on the preset second parameter correspondence relationship to obtain the adjusted second sound effect attribute parameter. The second parameter correspondence relationship includes a non-linear mapping relationship.

9. A sound effect processing device, characterized in that, include: The first module is used to determine the distance information between the virtual object's movement from the launch point to the contact surface, and to determine the sound effect adjustment parameters corresponding to the virtual object based on the distance information. The second module is used to adjust the sound effect attribute parameters of the preset sound effect sample based on the sound effect adjustment parameters, so as to obtain the adjusted sound effect attribute parameters. The third module is used to respond to the detection that the virtual object is in contact with the contact surface, and to play the preset sound effect sample according to the adjusted sound effect attribute parameters to obtain the target sound effect corresponding to the virtual object.

10. An electronic device, characterized in that, The electronic device includes: One or more processors; Storage device for storing one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the sound processing method as described in any one of claims 1-8.

11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions that cause a processor to execute the sound processing method according to any one of claims 1-8.

12. A computer program product, characterized in that, The computer program product includes a computer program that, when executed by a processor, implements the sound effect processing method according to any one of claims 1-8.