Method, device, storage medium and electronic device for audio processing in games
Patent Information
- Application Number
- JP2024545203
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-02-14
- Filing Date
- 2022-09-28
- Publication Date
- 2025-03-05
- Estimated Expiration
- 2042-09-28
Smart Images

Figure 2025505981000001_ABST
Abstract
Description
[Technical Field]
[0001] This disclosure claims priority to a Chinese patent application entitled "Audio processing method, device, storage medium and electronic device in games," filed on February 14, 2022, with application number 202210135103.3, the entire contents of which are incorporated herein by reference.
[0002] The present disclosure relates to the computer field, and more particularly to a method, device, storage medium and electronic device for processing audio in games. [Background technology]
[0003] Currently, most games can only play attack sound effects of virtual objects at fixed positions, making it difficult to consider changes in sound effects when the virtual object moves at high speed, resulting in a technical problem of poor audio playback effectiveness in games.
[0004] Currently, no effective solution has been proposed to the problem of poor audio playback in games. Summary of the Invention
[0005] At least some embodiments of the present disclosure provide a method, apparatus, storage medium and electronic device for processing audio in games, to at least solve the technical problem of poor audio playback effect in games.
[0006] To achieve the above object, according to one embodiment of the present disclosure, there is provided an audio processing method for a game, which may include: determining a target position where a virtual game character is located in a game scene; determining a target space area in the game scene based on the target position; determining first position information of a virtual object when the virtual object enters the target space area and second position information of the virtual object when the virtual object leaves the target space area; and determining first audio data corresponding to the virtual object based on the first position information and the second position information, wherein the first audio data is used to indicate a change in orientation of the virtual object during the process of moving from the first position information to the second position information.
[0007] To achieve the above object, according to another aspect of the present disclosure, there is further provided an audio processing device for a game, which may include: a first determination unit for determining a target position where a virtual game character is located in a game scene; a second determination unit for determining a target space region in the game scene based on the target position; a third determination unit for determining first position information of a virtual object when it enters the target space region and second position information of a virtual object when it leaves the target space region; and a fourth determination unit for determining first audio data corresponding to the virtual object based on the first position information and the second position information, wherein the first audio data is used to indicate an orientation change state of the virtual object in the process of moving from the first position information to the second position information.
[0008] To achieve the above object, according to another aspect of the present disclosure, there is further provided a computer-readable storage medium having a computer program stored therein, which, when executed by a processor, controls a device in which the computer-readable storage medium is located to execute the in-game audio processing method of the embodiment of the present disclosure.
[0009] To achieve the above object, according to another aspect of the present disclosure, there is further provided an electronic device, which may include a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the computer program by the processor to perform the in-game audio processing method of the embodiment of the present disclosure.
[0010] In at least some embodiments of the present disclosure, a target position where a virtual game character is located in a game scene is determined, a target space area in the game scene is determined based on the target position, first position information of a virtual object when it enters the target space area and second position information when it leaves the target space area is determined, and first audio data corresponding to the virtual object is determined based on the first position information and the second position information, where the first audio data is used to indicate a change in orientation of the virtual object during the process of moving from the first position information to the second position information. That is, the present disclosure obtains a change in orientation of the virtual object during the process of moving from the first position information to the second position information, transmits the first position information and the second position information to an audio engine, and causes the audio engine to determine and play the first audio data corresponding to the virtual object, thereby providing an accurate azimuth representation for the flying sound of the virtual object and further achieving a technical effect of improving the audio playback effect in the game, thereby solving the technical problem of poor audio playback effect in the game. [Brief explanation of the drawings]
[0011] The drawings described herein provide a further understanding of the present disclosure and constitute a part of the present disclosure, and the exemplary embodiments and descriptions thereof are intended to explain the present disclosure and are not intended to unduly limit the present disclosure. [Figure 1] FIG. 2 is a block diagram illustrating the hardware structure of a mobile terminal for a game audio processing method according to an embodiment of the present disclosure. [Figure 2] 1 is a flowchart of an audio processing method in a game according to an embodiment of the present disclosure. [Figure 3] FIG. 10 is a schematic diagram of a trigger for a bullet flight sound effect in Related Art 1. [Figure 4] 1 is a schematic diagram of a waveform and sound image table of a bullet flying sound effect in Related Art 1. FIG. [Figure 5] FIG. 10 is a schematic diagram of a trigger for a bullet flight sound effect according to an embodiment of the present disclosure. [Figure 6] 10A and 10B are schematic diagrams of a waveform and a sound image table of a bullet flight sound effect when an enemy fires from directly right to directly left in accordance with an embodiment of the present disclosure. [Figure 7] 1 is a flowchart of an audio processing method in a game according to an embodiment of the present disclosure. [Figure 8] FIG. 10 is a schematic diagram of adjustment parameters according to an embodiment of the present disclosure. [Figure 9] 1 is a schematic diagram of a spherical audio field with coordinate information on its surface according to one embodiment of the present disclosure. [Figure 10] FIG. 1 is a schematic diagram illustrating establishing real-time control parameters and setting attributes according to an embodiment of the present disclosure. [Figure 11(a)] FIG. 10 is a schematic diagram of the selection and basic settings of a bullet flight sound effect sample according to an embodiment of the present disclosure. [Figure 11(b)] FIG. 10 is a schematic diagram of a waveform of a sample of a bullet flying sound effect according to an embodiment of the present disclosure. [Figure 12] FIG. 1 is a schematic diagram illustrating association of samples with real-time control parameters according to an embodiment of the present disclosure. [Figure 13] FIG. 1 is a structural block diagram of an audio processing device in a game according to an embodiment of the present disclosure. [Figure 14] FIG. 1 is a structural block diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0012] In order to allow those skilled in the art to better understand the technical solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure are clearly and completely described below in conjunction with the accompanying drawings in the embodiments of the present disclosure, and it is obvious that the described embodiments are only a part of the embodiments of the present disclosure, and are not all of them. All other embodiments that can be obtained by those skilled in the art based on the embodiments of the present disclosure without any inventive efforts shall fall within the protection scope of the present disclosure.
[0013] In addition, terms such as "first," "second," and the like in the specification and claims of this disclosure and the accompanying drawings are used to distinguish between similar objects and need not be used to describe a particular order or arrangement. It is understood that data used in this manner may be interchanged as appropriate so that the embodiments of the present disclosure described herein may be performed in an order other than that illustrated or described herein. Furthermore, the terms "comprise," "have," and variations thereof are intended to be non-exclusive inclusive. For example, a process, method, system, product, or apparatus consisting of a series of steps or units need not be limited to those steps or units. However, it may include other steps or units not explicitly described or inherent in the process, method, product, or apparatus.
[0014] First, some nouns or terms that appear in the process of describing the embodiments of the present disclosure are applicable to the following description.
[0015] The audio engine (Wwise) is used as an audio engine that is integrated with the game engine, realizing a rich and interactive audio solution for games.
[0016] An Event is used to receive calls from the game engine, and the Event specifies which audio-related action this call will perform; for example, the most common actions include playing some audio, stopping some audio, resetting some parameters, etc.
[0017] Due to the Doppler effect, for example, when a car speeds past a listener, the listener hears the car's sound go from high to low in pitch.
[0018] The left and right sound image parameters (Pan) of stereo audio work depending on the human "binaural effect." For example, if the left and right sound image parameters are set too far to the left, the earphone / horn will only emit sound from the left channel, and the listener will perceive the sound source as being on the left side.
[0019] Low Pass filters out high frequencies and only allows low frequencies to pass, and when this type of effect is used on audio, the sound produced is said to be "muffled."
[0020] In the audio field, volume refers to a parameter of loudness of sound.
[0021] A Digital Audio Workstation (DAW) is a multi-track, multi-function audio and music editing software.
[0022] Automation information is information for automatic control in a digital audio workstation. It is always added to tracks in the form of lines in the digital audio workstation, and is executed according to various Musical Instrument Digital Interface (abbreviated as MIDI) parameters and audio parameters that are associated with and controlled by these lines during playback. Furthermore, sound parameters change in accordance with pre-edited parameter effects, realizing, for example, a switch that fades out the volume, fades the left and right sound images left and right, or mutes a track.
[0023] Real-time control parameters (RTPC) are a type of control information for the audio engine. They function similarly to automatic control information in a digital audio workstation, and can affect the sound parameters in the audio engine accordingly. The only difference is that the specific real-time parameter control values are determined by in-game data, rather than being pre-defined like automatic control information.
[0024] A first-person shooter (FPS) is a general term for electronic games that use a first-person view of the player as the primary field of view, and typically require combat using firearms or other weapons.
[0025] A third-person shooter (TPS) is a shooting game that differs from a first-person shooter in that in first-person shooters, only the protagonist's field of view is displayed on the screen, whereas in third-person shooters, the sense of movement is more emphasized and the protagonist can be seen on the game screen.
[0026] A sound sample refers to an audio segment or audio file that is actually produced in a game sound effect.
[0027] Random samples refer to the fact that some sounds in a game are triggered frequently and consecutively, and in order to make the representation of such sounds more realistic and reduce reproducibility, multiple very similar sound samples are often organized into a set, and one of them is triggered randomly each time.
[0028] Whoosh refers to the whoosh or whoosh sound made when an object is flying quickly or when an object is swung, and is used to describe the sound made by a car driving quickly from the front, an object flying, a weapon being swung, a rope being swung, etc. For example, Bullet Whoosh may mean the sound of a bullet flying.
[0029] According to one embodiment of the present disclosure, an embodiment of a method for audio processing in a game is provided, and it is noted that the steps illustrated in the flowcharts of the accompanying drawings may be performed by a computer system, such as a set of computer-executable instructions, and although a logical sequence is shown in the flowcharts, in some instances the steps shown or described may occur in a different order than that shown herein.
[0030] This embodiment of the method may be implemented in a mobile terminal, a computer terminal, or a similar computing device. When implemented in a mobile terminal, the mobile terminal may be, for example, a smartphone (e.g., an Android phone, an iOS phone, etc.), a tablet terminal, a handheld computer, a mobile internet device (abbreviated as MID), a PAD, a game console, or other terminal device. FIG. 1 is a block diagram showing a hardware structure of a mobile terminal for implementing the audio processing method for games according to the embodiment of the present disclosure. As shown in FIG. 1, the mobile terminal may include, but is not limited to, one or more processors 102 (only one processor 102 is shown in FIG. 1 ) (the processor 102 may be a processing device such as a central processing unit (CPU), a graphics processor (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may further include a transmitting device 106 for communication functions, an input / output device 108, and a display device 110. Those skilled in the art may understand that the structure shown in Figure 1 is merely schematic and does not limit the structure of the mobile terminal. For example, the mobile terminal may further include more or fewer components than those shown in Figure 1, or may have a different configuration than that shown in Figure 1.
[0031] The memory 104 is used to store computer programs, such as software programs and modules of application software corresponding to the game audio processing method of the embodiments of the present disclosure. The processor 102 executes the computer programs stored in the memory 104 to perform various functional applications and data processing, i.e., to realize the game audio processing method. The memory 104 may include high-speed random access memory or non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, the memory 104 may further include memory located remotely from the processor 102, and the remote memory may be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, a corporate intranet, a local area network, a mobile communication network, and combinations thereof.
[0032] The transmission device 106 transmits and receives data via a network. An example of the network may include a wireless network provided by a mobile terminal carrier. In one example, the transmission device 106 includes a network interface controller (NIC) that can connect to other network devices via a base station to communicate with the Internet. In one example, the transmission device 106 may be a radio frequency (RF) module used for wireless communication with the Internet.
[0033] Input to the input / output device 108 may come from a number of human interface devices (HIDs), such as a keyboard, mouse, game handle, or other specialized game controller (e.g., a steering wheel, fishing rod, dance mat, remote control, etc.). In addition to input functionality, some HIDs can provide output functionality, such as force feedback and vibration for game handles and audio output for controllers.
[0034] The display device 110 may be, for example, a head-up display (HUD), a touchscreen liquid crystal display (LCD), and a touch display (also referred to as a "touchscreen" or "touch display") that allows a user to interact with the mobile terminal's user interface. In some embodiments, the mobile terminal includes a graphical user interface (GUI) that allows a user to perform human-computer interaction with the GUI through finger contact and / or gestures on a touch-sensitive surface, where the human-computer interaction functions optionally include web page creation, drawing, word processing, electronic document creation, gaming, video conferencing, instant messaging, sending and receiving email, call interfacing, digital video playback, digital music playback, and / or web browsing, and the executable instructions for performing the human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.
[0035] In this embodiment, a method for determining a rendering time executed in the mobile terminal is provided. Figure 2 is a flowchart of an audio processing method for a game according to an embodiment of the present disclosure. As shown in Figure 2, the method includes the following steps:
[0036] In step S202, a target position where the virtual game character will be located in the game scene is determined.
[0037] In the technical solution provided by the above step S202 of the present disclosure, a target position where a virtual game character is located in a game scene is determined, where the virtual game character may be a game object in the game scene, and the target position may be a position where the virtual game character is located.
[0038] In step S204, a target space area is determined in the game scene based on the target position.
[0039] In the technical solution provided by the above step S204 of the present disclosure, a target position where a virtual game character is located in a game scene is determined, and a target space area in the game scene is determined based on the target position, where the target space area may be a space area with coordinate information simulated centered on the virtual game character, for example, a spherical space with coordinate information.
[0040] Optionally, a target position where the virtual game character is to be located in the game scene is determined, and a spatial region with coordinate information is simulated around the target position where the virtual game character is located.
[0041] In step S204, first position information of the virtual object when it enters the target space area and second position information of the virtual object when it leaves the target space area are determined.
[0042] In the technical solution provided by the above step S204 of the present disclosure, a spatial region with coordinate information is simulated around a target position where a virtual game character is located. When a virtual object enters the target spatial region, first position information is generated. When the virtual object leaves the target spatial region, second position information is generated. Here, the first position information may be a set of coordinate information expressed as (X-ary, Y-ary, Z-ary), and the second position information may be a set of coordinate information expressed as (X-out, Y-out, Z-out). The virtual object may be a virtual equipment that requires motion sound effects, such as a bullet, a dart, a mine, or a missile.
[0043] It should be noted that the cedar virtual item in this embodiment is not limited to attack equipment, and may further include other types of attack equipment, such as moving sound sources, and is not specifically limited here.
[0044] Optionally, when the virtual object passes through the target spatial area, first position information and second position information are generated, the first position information being the coordinates of a point where the virtual object intersects with the surface of the target spatial area when entering the target spatial area, and the second position information being the coordinates of a point where the virtual object intersects with the surface of the target spatial area when leaving the target spatial area.
[0045] For example, when a bullet passes through a spherical target space region, two sets of coordinates are generated. One set is the coordinates of the intersection with the sphere surface when the bullet enters the sphere, and the other set is the coordinates when the bullet leaves. The coordinates of the intersection when the bullet enters can be (X-axis, Y-axis, Z-axis), and the coordinates of the intersection when the bullet leaves can be (X-axis, Y-axis, Z-axis). If the listener is located at the center of the sphere and facing directly toward the screen, the radius of the set audible range is 300. When the bullet enters the target space region, the distance can be automatically measured and first position information and second position information can be generated. For example, if the measured values are X-axis = 290, Y-axis = 12, Z-axis = -5, X-axis = -290, Y-axis = -13, Z-axis = 10, the first position information and second position information are (290, 12, -5) and (-290, -13, 10), respectively.
[0046] In step S206, first audio data corresponding to the virtual object is determined based on the first position information and the second position information, where the first audio data is used to indicate the orientation change state of the virtual object in the process of moving from the first position information to the second position information.
[0047] In the technical solution provided by the above step S206 of the present disclosure, when the virtual object passes through the target space area, first position information and second position information are generated, and the first position information and second position information are sent to the audio engine, and the audio engine determines and plays first audio data corresponding to the virtual object based on the first position information and the second position information, where the first audio data may be used to indicate the orientation change state of the virtual object in the process of moving from the first position information to the second position information.
[0048] Optionally, the first audio data may be obtained by creating and editing audio data using an audio engine, or may be selected from audio data purchased from elsewhere. The audio engine may obtain the first audio data by placing an audio data resource in an engineering directory of the game engine via a plug-in and calling and playing the audio data resource from the engineering directory when the game engine is executed. The audio engine may be provided in the game engine, i.e., the game engine may have the functionality of an audio engine, or an audio engine created from elsewhere may be purchased and further associated with the game engine.
[0049] Optionally, when the virtual object passes through the target space area, first position information and second position information are generated, the first position information and the second position information are sent to an audio engine, corresponding first audio data is determined in the process of passing through the first position information and the second position information, and the first audio data is played.
[0050] Optionally, the first audio data may be real-time control parameters (RTPCs), named BulletWhoosh_Left_Right, BulletWhoosh_Front_Rear, and BulletWhoosh_Up_Down, and the corresponding first audio data is determined based on the first position information and the second position information during the process of the virtual object passing through the target space area.
[0051] For example, when the virtual object passes through the target space area, the real-time control parameters generate corresponding first audio data based on the first position information and the second position information, for example, generating X advance, X output for the shot sound_left_right, Y advance, Y output for the shot sound_front_back, and Z advance, Z output for the shot sound_up_down.
[0052] In step S208, first audio data corresponding to the virtual object is determined based on the first position information and the second position information, where the first audio data is used to indicate the orientation change state of the virtual object in the process of moving from the first position information to the second position information.
[0053] In the technical solution provided by the above step S208 of the present disclosure, based on the received first position information of the virtual object when it enters the target space area and the second position information when it leaves the target space area, the corresponding first audio data of the virtual object during the process of moving from the first position information to the second position information is determined.
[0054] Optionally, in the audio engine, real-time control parameter components of shot_left_right, shot_front_back, and shot_up_down are synchronized. After the virtual object passes through the target space area, the real-time control parameters can generate corresponding values and send them to the audio engine. The audio engine receives the first position information and the second position information generated by the virtual object, and converts the received first position information and the second position information into corresponding first audio data, thereby achieving the purpose of determining the corresponding first audio data of the virtual object in the process of moving from the first position information to the second position information.
[0055]
[0023] Through steps S202 to S208 of the present disclosure, a target position where a virtual game character is located in a game scene is determined, a target space area in the game scene is determined based on the target position, first position information of the virtual object when it enters the target space area and second position information when it leaves the target space area is determined, and first audio data corresponding to the virtual object is determined based on the first position information and the second position information, where the first audio data is used to indicate a change in orientation of the virtual object in the process of moving from the first position information to the second position information. That is, the present disclosure obtains a change in orientation of the virtual object in the process of moving from the first position information to the second position information, transmits the first position information and the second position information to an audio engine, and causes the audio engine to determine and play the first audio data corresponding to the virtual object, thereby providing a more accurate expression of orientation to the flying sound of the virtual object and further achieving a technical effect of improving the audio playback effect in the game, thereby resolving the technical problem of poor audio playback effect in the game.
[0056] The above method according to this embodiment will now be further described.
[0057] As an optional embodiment, in step S206, determining the first position information when the virtual object enters the target spatial area and the second position information when it leaves the target spatial area includes determining an initial intersection point between the movement trajectory of the virtual object and the target spatial area, and determining the position information of the initial intersection point in the target spatial area as the first position information; and determining an end intersection point between the movement trajectory of the virtual object and the target spatial area, and determining the position information of the end intersection point in the target spatial area as the second position information.
[0058] In this embodiment, when the game engine determines an initial intersection point between the movement trajectory of the virtual object and the target space area, it determines the position information of the initial intersection point in the target space area to obtain first position information; when the game engine determines an end intersection point between the movement trajectory of the virtual object and the target space area, it determines the position information of the end intersection point in the target space area to obtain second position information; here, the intersection point may be a point on the surface of the target space area, and each point has corresponding coordinates; for example, if the target space area is a sphere, each point on the surface of the sphere has an exact coordinate intersection point.
[0059] Optionally, a target spatial area is determined based on a target position where a virtual game character is located in a game scene, and first position information is obtained when the virtual item enters the target spatial area, and second position information is obtained when the virtual item leaves the target spatial area.
[0060] Optionally, the first position information and the second position information may be converted into real-time control parameters (RTPCs), which may be named BulletWhoosh_Left_Right, BulletWhoosh_Front_Rear, and BulletWhoosh_Up_Down. After the virtual object passes through the target space area, the real-time control parameters generate corresponding numerical values and send them to the audio engine, and the audio engine receives the first position information of the virtual object when it enters the target space area and the second position information when it leaves the target space area.
[0061] In an optional embodiment, in step S208, determining first audio data corresponding to the virtual object based on the first location information and the second location information includes determining the first audio data based on the first location information and the second location information in response to neither the first location information nor the second location information exceeding a target threshold.
[0062] In this embodiment, if neither the first position information nor the second position information exceeds the target threshold, the game engine can determine the first audio data based on the first position information and the second position information, where the target threshold may be a value set according to the target spatial region, for example, if the target spatial region is a spherical region, the target threshold may be the audible radius of the spherical region.
[0063] Optionally, when the first position information and the second position information in the game engine are both within a target threshold, first audio data is determined based on the first position information and the second position information, for example, when a bullet passes through an audible range, the first audio data (the sound effect of the bullet flying) is called and played between the first position information of the bullet (an intersection entering the audible range) and the second position information (an intersection away from the audible range).
[0064] In an alternative embodiment, the target spatial region is a spherical spatial region, and the method further comprises determining a radius of the spherical spatial region as the target threshold value.
[0065] In this embodiment, the target space region may be spherical, and the radius of the spherical space region may be determined as the target threshold in the game engine, where the target threshold may be represented by MAX.
[0066] As an optional example, in response to the first adjustment command, the radius of the spherical region of space is adjusted.
[0067] In this embodiment, a first adjustment command can be issued on the setting screen of the game engine, and the radius of the spherical spatial area can be adjusted in response to the first adjustment command, where the first adjustment command can adjust the magnitude of a parameter on the setting screen or can be used to enlarge or reduce the radius of the spherical spatial area, and the radius of the spherical spatial area can also be referred to as the audible radius.
[0068] Optionally, a first adjustment command is input into an audible radius input component of the settings screen, and in response to the first adjustment command, the radius of the spherical spatial region is adjusted according to the parameters input by the first adjustment command.
[0069] As an optional example, in step S208, obtaining a first distance between the movement trajectory of the virtual object and the virtual game character, and determining first audio data corresponding to the virtual object based on the first position information and the second position information includes determining the first audio data based on the first position information, the second position information, and the first distance.
[0070] In this embodiment, the audio engine can receive a first distance between the movement trajectory of the virtual object and the virtual game character, and determine first audio data based on the first position information, the second position information, and the first distance.
[0071] Optionally, a real-time control parameter of the first distance is synchronized in a component of the audio engine and used to receive the first distance in the game engine, and determine first audio data based on the first position information, the second position information and the first distance.
[0072] As an optional embodiment, in step S208, determining the first audio data based on the first position information, the second position information, and the first distance includes determining first audio parameters corresponding to the first position information, the second position information, and the first distance, and modulating the first audio samples based on the first audio parameters to obtain the first audio data.
[0073] In this embodiment, in the audio engine, a first audio parameter corresponding to the first position information, the second position information, and the first distance is determined, and a first audio sample is modulated according to the first audio parameter to obtain first audio data, where the first audio parameter may be a real-time control parameter, and the first audio sample may be a sound sample selected from a database according to an actual situation.
[0074] Optionally, in the audio engine, the first audio sample and the first audio parameter are associated to realize modulation of the audio data.
[0075] Optionally, the first audio parameters may include snap_left_right, snap_front_back, snap_up_down parameters.
[0076] As an optional embodiment, determining a first audio parameter corresponding to the first position information, the second position information, and the first distance includes determining a corresponding left sound image parameter or a right sound image parameter based on a first coordinate of a first type in the first position information and a second coordinate of a first type in the second position information, respectively; determining a corresponding audio filter parameter based on a third coordinate of a second type in the first position information and a fourth coordinate of a second type in the second position information, respectively; and determining a volume parameter based on the first distance.
[0077] In this embodiment, the audio engine may associate the first audio sample with a first audio parameter, determine a corresponding left sound image parameter or a right sound image parameter based on a first coordinate of a first type in the first position information and a second coordinate of a first type in the second position information, respectively, determine a corresponding audio filter parameter based on a third coordinate of a second type in the first position information and a fourth coordinate of a second type in the second position information, respectively, and determine a volume parameter based on the first distance, where the left sound image parameter or the right sound image parameter may be used to control fading of the left and right channels of sound and may be represented by Pan, the audio filter parameter may be used to control a cutoff frequency band of a low-pass filter and may have a filter effect of filtering high frequencies and only allowing low frequencies to pass and may be represented by Low Pass, and the volume parameter may be used to control volume and may be represented by Volume.
[0078] Optionally, as the first position information, the second position information and the first distance constantly change, the audio parameters corresponding to the first position information, the second position information and the first distance also constantly change.
[0079] In an alternative embodiment, the audio engine adjusts the first audio parameter to the second audio parameter in response to the second adjustment command.
[0080] In this embodiment, the audio engine can flexibly adjust the first audio parameters according to the actual situation to obtain the optimized second audio parameters.
[0081] In an optional embodiment, adjusting the first audio parameter to the second audio parameter in response to the second adjustment instruction includes: triggering the second adjustment instruction in response to the first audio sample being replaced with the second audio sample, adjusting the first audio parameter to the second audio parameter; and modulating the second audio sample based on the second audio parameter to obtain second audio data.
[0082] In this embodiment, when the audio engine replaces the first audio sample with the second audio sample, it triggers a second adjustment command, adjusts the first audio parameter to the second audio parameter, modulates the second audio sample according to the second audio parameter, obtains second audio data, and plays the second audio data.
[0083] Optionally, when the audio sample of the bullet flying sound is replaced, it is necessary to recheck whether the set first audio parameter is appropriate, and in particular, when the length of the second audio sample is significantly different from that of the previous first audio sample, the second audio sample is modulated based on the second audio parameter to obtain second audio data that matches the second audio sample, and the second audio data is played.
[0084] In an optional embodiment, obtaining a first distance between the movement trajectory of the virtual object and the virtual game character includes an audio engine obtaining the first distance transmitted by the game engine, and determining first audio data based on the first position information, the second position information, and the first distance includes an audio engine obtaining the first position information and the second position information transmitted by the game engine, and determining the first audio data based on the first position information, the second position information, and the first distance.
[0085] In this embodiment, to make the sound representation more realistic, a first distance between the movement trajectory of the virtual object and the virtual game character may be obtained, and the game engine may send the first position information, the second position information, and the first distance to the audio engine. The audio engine may receive the first distance sent by the game engine, and the audio engine may determine first audio data based on the first position information, the second position information, and the first distance. Here, the first distance may be represented by BulletWhoosh_Distance and may be the vertical distance between the movement trajectory of the virtual object and the virtual game character. The first distance may not be divided into forward and backward and may not be a negative number. The movement trajectory of the virtual object may be the trajectory of the virtual object.
[0086] Optionally, to affect the sound effect of the virtual object based on the vertical distance between the movement trajectory and the virtual game character, a first distance between the movement trajectory of the virtual object and the virtual game character is obtained, and the first position information, the second position information and the first distance are sent to the audio engine, so as to achieve the following objective: the smaller the first distance, the louder the volume; and the larger the first distance, the quieter the volume.
[0087] For example, to make sound effects sound more realistic, the volume of the sound of a bullet flying is determined by the vertical distance between the trajectory and the listener. That is, by referencing the first distance represented by BulletWhoosh_Distance on the screen and sending the first position information, second position information, and first distance to the audio engine, the closer the trajectory is to the listener, the louder the volume will be, and conversely, the quieter the volume will be.
[0088] As an optional embodiment, in step S208, determining first audio data corresponding to the virtual object based on the first position information and the second position information includes: the game engine sending the first position information and the second position information to the audio engine according to the target interval time; and the audio engine determining the first audio data based on the first position information and the second position information.
[0089] In this embodiment, the game engine may send the first position information and the second position information to the audio engine according to a target interval time, where the target interval time may be the time difference between the first position information and the second position information, or the time difference between the forward value and the outward value, which may be called a fade time, or the size of the target interval time set according to actual circumstances.
[0090] Optionally, while determining the first position information and the second position information, a fade time magnitude set according to the actual situation is input into a fade time component of the game engine to obtain a target interval time for fading from the first position information to the second position information, and the game audio transmits the first position information and the second position information to the audio engine according to the target interval time.
[0091] In an optional embodiment, the game engine obtains at least one third position information between the first position information and the second position information, and transmitting the first position information and the second position information to the audio engine according to the target interval time includes the game engine sequentially transmitting the first position information, each of the third position information, and the second position information to the audio engine within the target interval time, and determining first audio data based on the first position information and the second position information by the audio engine includes the audio engine determining the first audio data based on the first position information, each of the third position information, and the second position information, wherein the first audio data is used to play audio having a fade playback state.
[0092] In this embodiment, the game engine obtains at least one third position information between the first position information and the second position information, and sequentially sends the first position information, each third position information, and the second position information to the audio engine within the target interval time, thereby achieving the purpose that the first audio data played by the audio engine has a fade playback state, and the first position information and the second position information are sent to the audio engine according to the target interval time.
[0093] In an alternative embodiment, the game engine determines a target interval time and transmits the target interval time to the audio engine, and the audio engine adjusts the target interval time in response to the third adjustment command and transmits the adjusted target interval time to the game engine.
[0094] In this embodiment, the game engine determines a target interval time, sends the target interval time to the audio engine, receives first position information and second position information according to the target interval time, and combines the lengths of samples corresponding to the first position information and the second position information, and the audio engine issues a third adjustment command to the target interval time in response to the third adjustment command, and adjusts the target interval time in response to the third adjustment command.
[0095] Optionally, the third adjustment instruction may be an instruction to adjust a parameter of a target interval time, and the adjustment to the second audio combined with repeated listening adjusts an appropriate target interval time.
[0096] In an optional embodiment, determining a target spatial area in the game scene based on the target position includes determining a target coordinate system in the game scene with the target position as its origin, and determining a spherical area in the target coordinate system with the origin as its center and a second distance as its radius, wherein if the distance between the virtual object and the virtual game character is less than or equal to the second distance, allowing playback of audio data and determining the spherical area as the target spatial area.
[0097] In this embodiment, based on the game engine, a target coordinate system with the target position as the origin may be determined in the game scene, and in the target coordinate system, a spherical region with the origin as the center and the second distance as the radius is determined, where the target position may be the center point, the coordinates of the target position may be (0, 0, 0), and the second distance may be the radius of the audible range of the sound.
[0098] In an alternative embodiment, the first coordinate of the first type in the first position information and the second coordinate of the first type in the second position information are used to indicate a leftward or rightward direction for the virtual game character, the third coordinate of the second type in the first position information and the fourth coordinate of the second type in the second position information are used to indicate a forward or backward direction for the virtual game character, and / or the fifth coordinate of the third type in the first position information and the sixth coordinate of the third type in the second position information are used to indicate an upward or downward direction for the virtual game character.
[0099] In this embodiment, the first coordinate of the first type in the first position information and the second coordinate of the first type in the second position information are used to indicate a left direction or a right direction relative to the virtual game character, where the first coordinate of the first type may be expressed as a left direction or a right direction relative to the virtual game character and the first coordinate may be expressed in X-ary, the second coordinate of the first type may be expressed as a left direction or a right direction relative to the virtual game character and the second coordinate may be expressed in X-ary, and the first position information and the second position information may be obtained by a game engine.
[0100] Optionally, the third coordinate of the second type in the first position information and the fourth coordinate of the second type in the second position information are used to indicate a forward direction or a backward direction for the virtual game character, where the third coordinate of the second type may be expressed in Y-base and the fourth coordinate may be expressed in Y-output.
[0101] Optionally, the fifth coordinate of the third type in the first position information and the sixth coordinate of the third type in the second position information are used to indicate an upward or downward direction for the virtual game character, where the fifth coordinate may be expressed in Z-base and the sixth coordinate may be expressed in Z-base.
[0102] Optionally, the first coordinate of the first type in the first location information and the second coordinate of the first type in the second location information are necessary, and other directions may be selected according to actual circumstances, i.e., the third coordinate of the second type in the first location information, the fourth coordinate of the second type in the second location information, the fifth coordinate of the third type in the first location information, and the sixth coordinate of the third type in the second location information may be selected as necessary direction coordinates according to actual circumstances.
[0103] In this embodiment, a target position where a virtual game character is located in a game scene is determined, a target space area in the game scene is determined based on the target position, first position information of a virtual object when it enters the target space area and second position information when it leaves the target space area is determined, and first audio data corresponding to the virtual object is determined based on the first position information and the second position information, where the first audio data is used to indicate a change in orientation of the virtual object during the process of moving from the first position information to the second position information. That is, the present disclosure obtains a change in orientation of the virtual object during the process of moving from the first position information to the second position information, sends the first position information and the second position information to an audio engine, and causes the audio engine to determine and play the first audio data corresponding to the virtual object, thereby achieving technical effects such as more accurate orientation expression for the flying sound of the virtual object and improving the audio playback effect in the game, thereby solving the technical problem of poor audio playback effect in the game.
[0104] The following provides a further illustrative description of the technical solutions of the embodiments of the present disclosure with reference to preferred embodiments, specifically, the virtual accessory offensive equipment is described as a bullet.
[0105] A bullet flight sound effect refers to the very short "whoosh" sound heard by the human ear when a bullet suddenly flies close to the ear when a firearm is fired. This is one part of the complete gunfire sound effect in first-person shooter games and third-person shooter games. In terms of artistic expression, a good bullet flight sound effect can help enhance realism and the sense of space, highlight artistic details, and in terms of functional expression, help the player detect threats. It can also help the player determine their own situation by combining other sounds and presented information during a game.
[0106] Currently, game production is becoming more refined and of higher quality every day, and game sound engineers are making the most of each opportunity to produce sound, conveying as much useful information as possible through sound, and presenting a more pleasant sound effect. However, the traditional methods for realizing the sound effects of bullets flying are lacking in artistic and functional expression.
[0107] From the perspective of artistic and functional aspects, the sound effects of bullets in games need to be exaggerated. However, depending on factors such as the actual bullet's flight speed, bullet volume, and the acoustic principles of bullet flight sounds, the actual bullet flight sound may be determined to be fast and very quiet. Even if bullets pass each other, the audible time of the bullet's flight sound is very short, and it is difficult to hear in the presence of the sound of gunfire, making it difficult for users to perceive. At the same time, it is impossible to process the bullet flight sound as "a car with an engine roar passing by the listener." Although this may be more realistic, the bullet's flight speed is too fast, making it difficult to control the sound expression within a range that is suitable for artistic and functional expression. Furthermore, such rapid movement often requires the Doppler effect to be used to enhance the realism, which increases the difficulty of the task. In addition, given the current performance of computers and game engines, the refresh rate of the game engine cannot keep up with the speed of the bullet, making this processing method unfeasible.
[0108] In related art, the bullet flight sound effect is usually realized by a "simulation" method, where a trigger condition is imaginary according to the formation of the bullet's trajectory, thereby simulating a nearby bullet flight scenario to realize the bullet flight sound effect. That is, every time the bullet trajectory crosses the edge of the artificially set "bullet flight sound effect audible range", the game engine notifies the audio engine that the bullet flight sound needs to be played, and this sound should be played at that position.
[0109] FIG. 3 is a schematic diagram of the triggering of the bullet flight sound effect in Related Art 1. As shown in FIG. 3, the black circle indicates the audible range of the bullet flight sound effect, the horizontal line with an arrow indicates the trajectory of the bullet fired by the shooter, and the point where two trajectories intersect is the intersection. Each time an "intersection" occurs, the time to "play the bullet flight sound" is triggered, and at the same time, the position information of the intersection is sent to the audio engine. Finally, the bullet flight sound with fixed position information can be heard. This position information is fixed after the intersection occurs, and this "position" may or may not be obvious to the ear, depending on the setting of the stereo sound effect mixing ratio in the audio engine.
[0110] However, according to the above method, from the functional aspect of the bullet flight sound effect, the same intersection can correspond to multiple bullet trajectories. For example, although the headings of the two shooters in Figure 3 are completely different, the locations where the bullet flight sound occurs are both intersections. Therefore, the bullet flight sound does not have the function of assisting in determining direction and can sometimes be misleading. Therefore, the tactical information ultimately obtained from the bullet flight sound is simply that "someone is shooting at me," and the bullet flight sound effect cannot be used to further assist in determining "which direction the bullet is coming from." From the perspective of artistic expression of the sound effect of flying bullets, FIG. 4 is a schematic diagram of the waveform and sound image table of the sound effect of flying bullets in Related Art 1. As shown in FIG. 4, during the entire process of producing the beginning, middle, and end of the sound, only the right channel produces sound, and in a few processes, the left and right channels produce sound simultaneously at different rates, but the sound and sound image do not change any further. During the process of flying a bullet, the bullet must move. Simply playing the sound effect of flying bullets at a fixed position is insufficient to embody the movement of the bullet, and the sound lacks a sense of space and is not made to sound real or pleasant, and does not sufficiently create a sense of realism and tension during battles in a game.
[0111] It is very easy to achieve this kind of sound expression in film and television works through linear editing. In a digital audio workstation, the left and right sound image parameters (Pan) of the stereo audio of the bullet's flight sound can be controlled by drawing an automatic control information line (automation) based on the screen expression and scenario setting. However, because games are interactive and the line is nonlinear, it is not possible to determine in advance where the ``start and dead center'' of this automatic control information line is located. Instead, this ``start and dead center'' information can be obtained in real time from the trajectory generated in real time using several methods, and this information can be used to affect the bullet's flight sound in real time.
[0112] In other words, if the game engine can send "start, dead point" information to the audio engine, the audio engine can be configured to use the "start, dead point" information to affect the parameters of the bullet flight sound sample, thereby achieving the desired effect. The "start, dead point" information needs to be recognized and used by the audio engine as a "control source" in the form of a numerical value, but the control information in the audio engine is well suited to transmitting the "start, dead point" information, so the "start, dead point" information can be converted into real-time control parameters in the audio engine to control the left and right sound image parameters, volume, low-pass filter, or other parameters that need to be changed in real time of the bullet flight sound sample.
[0113] FIG. 5 is a schematic diagram of a trigger for a bullet flight sound effect according to one embodiment of the present disclosure. As shown in FIG. 5, the outermost circle indicates the audible range of the sound, and the coordinates of the two intersections, forward and backward, determine the directional change of the bullet flight sound. In this way, each bullet trajectory corresponds to only one direction of the shooter, as indicated by the arrow in FIG. 5.
[0114] FIG. 6 is a schematic diagram of the waveform and sound image chart of the sound effect of a bullet flying when an enemy fires from directly right to directly left in one embodiment of the present disclosure. As shown in FIG. 6, ultimately, the volume of the left and right channels throughout the entire vocalization process can be faded, and as can be seen from the sound image charts of the beginning, middle, and end of the sound, a sound moving from right to left can be obtained.
[0115] The above method of the example is further described below.
[0116] FIG. 7 is a flowchart of an audio processing method in a game according to one embodiment of the present disclosure. As shown in FIG. 7, the method may include the following steps:
[0117] In step S701, an audible radius parameter is set with the listener at the center to simulate a spherical audible range.
[0118] Optionally, in the game engine, a coordinate system can be simulated with the listener at the center to set the audible radius of the bullet's flight sound, and this audible radius parameter can be exposed to the game engine for debugging. FIG. 8 is a schematic diagram of the adjustment parameters according to one embodiment of the present disclosure. As shown in FIG. 8, the audible radius and fade time length parameters can be set, where left and right, front and back, and up and down correspond to the X, Y, and Z coordinate axes, respectively, the coordinate of the center point is (0,0,0), the right, front, and top of the listener are represented by positive numbers, and the left, back, and bottom are represented by negative numbers, and the coordinate units can be the same as the set distance units.
[0119] Optionally, distance units may be set according to actual needs and can be understood as the correspondence between coordinates in the game scene and real-world units. For example, 175 represents 175 cm in reality, and 175 in other items may correspond to 175 mm or 175 light years, etc. Theoretically, any number in the game can represent any number in reality. For example, 3 could represent 5 cm in reality, but this is not often the case. Since thinking and conversion are relatively tedious, each functional module should be unified to facilitate communication. For example, (-123, 0, 0) best represents that the listener is 123 cm to the left, not 123 m or 246 mm.
[0120] Optionally, a spherical "bullet audible range" centered on the listener is simulated. FIG. 9 is a schematic diagram of a spherical audible range with coordinate information attached to the surface according to one embodiment of the present disclosure, and as shown in FIG. 9, each point on the spherical surface can be represented by precise coordinates.
[0121] In step S702, a bullet passes through the audible range and coordinates are generated.
[0122] In this example, when a bullet passes through this "sphere" in the game engine, two sets of coordinates are generated: one set of coordinates for the point of intersection with the sphere surface when the bullet enters the sphere, and one set of coordinates for the point of intersection with the sphere surface when the bullet leaves the sphere; the coordinates of the intersection at the time of entry are (X in, Y in, Z in), and the coordinates of the intersection at the time of departure are (X out, Y out, Z out).
[0123] For example, if the listener is at the center point of the sphere, facing directly towards the screen, and the set audible range radius is 300 (equivalent to 3 meters in the game scene), the coordinate information generated by this trajectory may be X-input = 290, Y-input = 12, Z-input = -5, X-out = -290, Y-out = -13, Z-out = 10.
[0124] In step S703, the fade time length parameter affects the real-time control parameter data to fade the incoming value to the outgoing value.
[0125] In this embodiment, the game engine converts the X-axis, Y-axis, and Z-axis coordinates into three sets of real-time control parameter (RTPC) data, which may be named, for example, BulletWhoosh_Left_Right, BulletWhoosh_Front_Rear, and BulletWhoosh_Up_Down.
[0126] Optionally, each time a bullet passes through the "audible range", these three sets of real-time control parameters simultaneously generate six numerical values to send to the audio engine, including: BulletWhoosh_Left_Right: X in, X out; BulletWhoosh_Front_Rear: Y in, Y out; BulletWhoosh_Up_Down: Z in, Z out.
[0127] Optionally, the input and output values are sent to the audio engine at the same time, and a time difference between the input value and the output value is required. To fade from the input value to the output value, a "fade time" is added to the real-time control parameter, and this parameter is exposed to the game engine, allowing debugging according to the actual situation, as shown in Figure 8.
[0128] Optionally, to achieve a more realistic expression, it is necessary to add a real-time control parameter. This parameter is responsible for the volume of the sound of the bullet flying, which is affected by the vertical distance between the trajectory and the listener. The closer the trajectory is to the listener, the louder the volume becomes, and conversely, the quieter the volume becomes. Therefore, it refers to the "vertical distance between the trajectory and the listener", that is, it does not have to be divided into forward and backward, and there are no negative numbers, and it can be named BulletWhoosh_Distance.
[0129] In step S704, a bullet flying sound effect event is called.
[0130] In this example, when a bullet passes through the "audible range" in the game engine, the game engine needs to invoke a "play bullet flight sound effect" Event in the audio engine.
[0131] To summarize, the program needs to do the following: every time a bullet "passes into audible range," the game engine calls the "play bullet flight sound effect" event, and simultaneously sends a total of seven values, four sets of real-time control parameters, to the audio engine, where three sets of real-time control parameters have fades.
[0132] First, on the program side, we have created real-time control parameters for three directions: left / right, front / back, and up / down. However, not all three of these directions necessarily need to be used. We have provided ample ways to further optimize the expansion and adapt to different projects. For example, if there is rarely a large difference in height between the enemy and allies, you do not need to use the real-time control parameter BulletWhoosh_Up_Down. Or, if there are not many audio parameters that are effective in distinguishing between up and down in a stereo environment, you do not need to use the real-time control parameter BulletWhoosh_Up_Down. However, the left and right real-time control parameters are essential and have the most noticeable effect. Therefore, any item using this proposal should use at least the left and right RTPCs.
[0133] Below, we will further explain the related arrangement using two of the real-time control parameters, left / right and front / rear.
[0134] In step S705, a bullet flight sound effect sample is selected and modulated using real-time control parameters.
[0135] 10 is a schematic diagram illustrating the establishment of real-time control parameters and attribute setting according to an embodiment of the present disclosure. As shown in FIG. 10, three real-time control parameters, BulletWhoosh_Left_Right, BulletWhoosh_Front_Rear, and BulletWhoosh_Distance (the upper and lower real-time control parameters are discarded here) are established in the Game Syncs of the audio engine, and the range values of the real-time control parameters are set to a range corresponding to the "audible radius." For example, if the "audible radius" is set to 300 cm, the left and right and front and rear can be set to -300 to 300, and the distance can be set to 0 to 300. The default value can be any value.
[0136] Optionally, the default value may be a basic attribute input to establish a real-time control parameter in the audio engine, and if the audio engine does not receive a numerical value for the real-time control parameter, it will run according to the default value, and when the program operates normally, it will receive a value given by the game engine every time it is triggered and will not trigger the default value, but an intermediate value can be written as the default value, as shown in FIG. 10, for example, to prevent frame loss due to stuttering.
[0137] Optionally, mono samples may be used in the selection and basic settings of bullet flying sound effect samples in the audio engine. If stereo samples are used, samples with varying sound images or large differences between the left and right channels should not be used. Because this is a "pseudo three-dimensional (3D)" method, the sample positioning attribute (Positioning) should be set to two-dimensional (2D) space, and speaker panning should be set to balance-fade mode. FIG. 11( a) is a schematic diagram of the selection and basic settings of bullet flying sound effect samples according to one embodiment of the present disclosure. As shown in FIG. 11( a), the balance-fade mode is selected based on the set positioning attribute and sample waveform. Furthermore, if there are multiple random samples, the lengths and dynamic changes of these samples should be as similar as possible, so that they can commonly fit the same set of "fade time length" parameters. Furthermore, the longer the sample length, the easier it is to detect changes between the left and right sides. Figure 11(b) is a schematic diagram of the waveform of a bullet flying sound effect sample according to one embodiment of the present disclosure. As shown in Figure 11(b), by performing the above settings on the sound sample selected as the target for the bullet flying sound effect, the waveform of the bullet flying sound effect sound sample shown in Figure 11(b) can be obtained.
[0138] Optionally, only the balance-fade mode allows associating samples with real-time control parameters, allowing left and right sound image parameters of stereo audio to be targeted for modulation by associating samples with real-time control parameters.
[0139] 12 is a schematic diagram illustrating an association between a sample and real-time control parameters according to an embodiment of the present disclosure. As shown in FIG. 12, the sample is set in the real-time control parameter tab for the playback target of the sound of a bullet flying. The left and right sound image parameters of the playback target, the cutoff frequency band of the low-pass filter, and the volume parameter are set as modulation targets, respectively. Furthermore, the left and right sound image parameters of the playback target, the front and rear sound image parameters of the low-pass filter, and the vertical distance between the trajectory and the listener are set as modulation sources, respectively. Finally, a curve is set to show the degree to which the real-time control parameter affects the parameter. Here, the higher the cutoff frequency band of the low-pass filter, the more pronounced the filtering. The left and right sound image parameters of the low-pass filter control the left and right sound image parameters of the stereo audio, which serves to fade the left and right channels so that the listener can hear the sound as the bullet flies left and right. The front and rear sound image parameters of the low-pass filter control the cutoff frequency band of the low-pass filter effect. The vertical distance between the trajectory and the listener controls the volume, with the volume increasing as the trajectory gets closer to the listener.
[0140] Optionally, the above settings can have an effect that is not present in front of the listener, but is relatively obvious afterward, but is relatively less affected by changes in distance, so that the sound becomes "from loud to muffled" when the bullet flies from front to rear, and the sound becomes "from muffled to loud" when the bullet flies from rear to front. Here, it is not necessary to express the front and rear using the effect of a low-pass filter, and other effects can be substituted or combined, which can be handled flexibly. These parameter curves can be changed as shown in FIG. 12, which can be specifically adjusted flexibly according to actual needs and tuned to suit the listening experience.
[0141] Optionally, in case of diagonal firing, the two real-time control parameters operate simultaneously.
[0142] In step S706, the parameters are checked again.
[0143] Two parameters are exposed in the game engine: "audible radius" and "fade time length." The audible radius should be debugged together with the real-time control parameters. The fade time length parameter should be repeatedly debugged until it finds the optimal balance point based on the curve of the real-time control parameter of sample length and the measured audibility. When the audio sample of the bullet flight sound is replaced, especially if the length of the new audio sample is significantly different from the previous one, this parameter should be rechecked to see if it is appropriate.
[0144] In step S707, the game is executed.
[0145] You can run the game and feel the effect, and during this period you can keep fine-tuning the sound parameters in the audio engine until the sound effects in the game engine reach the optimum effect.
[0146] To improve both the artistic and functional presentation of bullet flight sound effects, the present disclosure provides a method for making bullet flight sounds sound as if they are moving along the bullet's flight path, i.e., having accurate azimuth representation for bullet flight sounds; for example, whenever a bullet flies from directly to my right to directly to my left, what I hear is that the first half of the sound sample time is in the right channel and the second half is in the left channel, and this process changes gradually, thus matching the bullet's motion path.
[0147] The above steps provide the basic information and data required to achieve the final effect, and then convert this basic data into real-time control parameters that can be directly used by the audio engine. The method of obtaining and using this real-time control parameter data is the most important and ingenious part of this embodiment, which then allows the audio engine to closely associate the sound parameters with the in-game scenario, and further achieves the target effect through parameter debugging and optimization, allowing the player to intuitively feel the bullet's flight trajectory through the bullet flight sound effect. This embodiment retains the basic functions of the bullet flight sound effect in the original technical solution, "detecting threat" and "enhancing realism," but further improves the audibility and adds the function of auxiliary determination of the direction of the shooter, which is not present in any game item, ultimately improving the artistic and functional expression in a comprehensive manner.
[0148] In this embodiment, a coordinate system is simulated with the listener as the center, and the audible radius of the bullet flight sound is set to obtain a spherical audible range of the bullet flight sound centered on the listener. When a bullet passes through this sphere, two sets of coordinates are generated. At the same time, the game engine invokes an audio command "play bullet flight sound effect" and converts the coordinate information into RTPC parameters, which are sent to the audio engine for recognition and use. The game engine associates the two sets of coordinate information with audio information, thereby enabling debugging of audio samples based on the coordinate information, solving the technical problem of poor game sound effects and achieving the technical effect of improving poor game sound effects.
[0149] This embodiment also lays the foundation for realizing real-time modulation of other sound parameters in the audio engine that are expected to be affected by the bullet's flight trajectory, and has strong scalability and potential for evolution. For example, this solution is actually very suitable for multi-channel sound systems. When applied to Dolby Atmos projects in the future, the front and rear real-time control parameters will be used to control the front and rear sound images, and the top and bottom real-time control parameters will be used to control the top and bottom sound images, thereby further demonstrating the value of this solution and fully leveraging the advantages of multi-channel game sound systems.
[0150] An embodiment of the present disclosure further provides an audio processing device for a game, which is for realizing the above-described embodiment and preferred embodiment, and the contents already described will be omitted. As described below, the term "unit" can realize a combination of software and / or hardware for a given function. The device described in the following embodiment is preferably realized in software, but hardware or a combination of software and hardware can also be considered.
[0151] 13 is a structural block diagram of an audio processing device in a game according to an embodiment of the present disclosure. As shown in FIG. 13, the rendering time length determining device 1300 may include a first determining unit 1301, a second determining unit 1302, a third determining unit 1303, and a sending unit 1304.
[0152] The first determining unit 1301 is configured to determine a target position where a virtual game character is to be located in a game scene.
[0153] The second determining unit 1302 is configured to determine a target spatial region in the game scene based on the target position.
[0154] The third determining unit 1303 determines first position information of the virtual object when it enters the target space area and second position information of the virtual object when it leaves the target space area.
[0155] The fourth determining unit 1304 is configured to determine first audio data corresponding to the virtual object based on the first position information and the second position information, where the first audio data is used to indicate an orientation change state of the virtual object in the process of moving from the first position information to the second position information.
[0156] The third determination unit 1303 is configured to determine an initial intersection point between the movement trajectory of the virtual object and the target space area, and determine the position information of the initial intersection point in the target space area as the first position information; determine an end intersection point between the movement trajectory of the virtual object and the target space area, and determine the position information of the end intersection point in the target space area as the second position information.
[0157] The third determination unit 1303 is configured to determine the first audio data based on the first location information and the second location information in response to neither the first location information nor the second location information exceeding the target threshold.
[0158] The third determining unit 1303 is configured to determine that the target space region is a spherical space region, and the radius of the spherical space region is the target threshold value.
[0159] The third determining unit 1303 is configured to adjust the radius of the spherical spatial region in response to the first adjustment command.
[0160] The fourth determination unit 1304 is configured to obtain a first distance between the movement trajectory of the virtual object and the virtual game character, and determine first audio data based on the first position information, the second position information and the first distance.
[0161] The fourth determining unit 1304 is configured to determine a first audio parameter corresponding to the first position information, the second position information and the first distance, and modulate the first audio sample based on the first audio parameter to obtain first audio data.
[0162] The fourth determination unit 1304 is configured to determine a corresponding left sound image parameter or a right sound image parameter based on the first coordinate of the first type in the first position information and the second coordinate of the first type in the second position information, respectively; determine a corresponding audio filter parameter based on the third coordinate of the second type in the first position information and the fourth coordinate of the second type in the second position information, respectively; and determine a volume parameter based on the first distance.
[0163] The fourth determining unit 1304 is configured to adjust the first audio parameter to the second audio parameter in response to the second adjustment instruction.
[0164] The fourth determining unit 1304 is configured to trigger a second adjustment instruction in response to the first audio sample being replaced with the second audio sample, adjust the first audio parameter to the second audio parameter, and modulate the second audio sample based on the second audio parameter to obtain second audio data.
[0165] Optionally, the audio engine obtains a first distance transmitted by the game engine, and the audio engine obtains the first position information and the second position information transmitted by the game engine, and determines the first audio data based on the first position information, the second position information and the first distance.
[0166] Optionally, the game engine transmits the first position information and the second position information to the audio engine according to the target interval time, and the audio engine determines the first audio data based on the first position information and the second position information.
[0167] Optionally, the game engine obtains at least one third position information between the first position information and the second position information, and the game engine sequentially transmits the first position information, each third position information and the second position information to the audio engine within a target interval time, and the audio engine determines first audio data based on the first position information, each third position information and the second position information, wherein the first audio data is used to play audio having a fade playback state.
[0168] Optionally, the game engine determines a target interval time and transmits the target interval time to the audio engine, and the audio engine adjusts the target interval time in response to the third adjustment instruction and transmits the adjusted target interval time to the game engine.
[0169] The second determination unit 1302 is configured to determine a target coordinate system in the game scene with the target position as its origin, and determine a spherical region in the target coordinate system with the origin as its center and a second distance as its radius, where if the distance between the virtual object and the virtual game character is less than or equal to the second distance, allow the audio data to be played, and determine the spherical region as the target spatial region.
[0170] Optionally, the first coordinate of the first type in the first position information and the second coordinate of the first type in the second position information are used to indicate a left direction or a right direction for the virtual game character, the third coordinate of the second type in the first position information and the fourth coordinate of the second type in the second position information are used to indicate a forward direction or a backward direction for the virtual game character, and / or the fifth coordinate of the third type in the first position information and the sixth coordinate of the third type in the second position information are used to indicate an upward direction or a downward direction for the virtual game character.
[0171] In this embodiment, a first determination unit determines a target position where a virtual game character is located in a game scene, a second determination unit determines a target space area in the game scene based on the target position, a third determination unit determines first position information of the virtual object when it enters the target space area and second position information when it leaves the target space area, and a fourth determination unit determines first audio data corresponding to the virtual object based on the first position information and the second position information, where the first audio data is used to represent an orientation change state of the virtual object in the process of moving from the first position information to the second position information. That is, the present disclosure obtains the orientation change state of the virtual object in the process of moving from the first position information to the second position information, sends the first position information and the second position information to an audio engine, and causes the audio engine to determine and play the first audio data corresponding to the virtual object, thereby achieving the technical effect of providing a more accurate orientation expression for the flying sound of the virtual object and further improving the audio playback effect in the game, thereby solving the technical problem of poor audio playback effect in the game.
[0172] Each of the above units may be realized by software or hardware, and the latter may be realized in the following manner, but is not limited to this: all of the above units may be located on the same processor, or each of the above units may be located on different processors in any combination.
[0173] An embodiment of the present disclosure further provides a computer-readable storage medium having stored thereon a computer program configured to, when executed by a processor, perform the in-game audio processing method of an embodiment of the present disclosure.
[0174] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0175] In S1, a target position where a virtual game character is to be located in a game scene is determined.
[0176] In S2, a target space region is determined in the game scene based on the target position.
[0177] In S3, first position information of the virtual object when it enters the target space area and second position information of the virtual object when it leaves the target space area are determined.
[0178] In S4, first audio data corresponding to the virtual object is determined based on the first position information and the second position information, where the first audio data is used to indicate the orientation change state of the virtual object in the process of moving from the first position information to the second position information.
[0179] The computer-readable storage medium may be further configured to store a computer program for performing the following steps:
[0180] An initial intersection point between the movement trajectory of the virtual object and the target space area is determined, and position information of the initial intersection point in the target space area is determined as first position information. An end intersection point between the movement trajectory of the virtual object and the target space area is determined, and position information of the end intersection point in the target space area is determined as second position information.
[0181] In response to neither the first location information nor the second location information exceeding the target threshold, the first audio data is determined based on the first location information and the second location information.
[0182] The target spatial region is a spherical spatial region, and the radius of the spherical spatial region is determined as the target threshold value.
[0183] In response to the first adjustment command, the radius of the spherical spatial region is adjusted.
[0184] A first distance between the movement trajectory of the virtual object and the virtual game character is obtained, and first audio data is determined based on the first position information, the second position information, and the first distance.
[0185] A first audio parameter corresponding to the first position information, the second position information, and the first distance is determined, and a first audio sample is modulated based on the first audio parameter to obtain first audio data.
[0186] A corresponding left sound image parameter or a right sound image parameter is determined based on the first coordinate of the first type in the first position information and the second coordinate of the first type in the second position information, respectively; a corresponding audio filter parameter is determined based on the third coordinate of the second type in the first position information and the fourth coordinate of the second type in the second position information, respectively; and a volume parameter is determined based on the first distance.
[0187] In response to the second adjustment command, the first audio parameter is adjusted to the second audio parameter.
[0188] In response to the first audio sample being replaced with the second audio sample, a second adjustment instruction is triggered, the first audio parameter is adjusted to the second audio parameter, and the second audio sample is modulated based on the second audio parameter to obtain second audio data.
[0189] The audio engine obtains the first distance transmitted by the game engine, and the audio engine obtains the first position information and the second position information transmitted by the game engine, and determines first audio data based on the first position information, the second position information, and the first distance.
[0190] The game engine transmits the first position information and the second position information to the audio engine according to the target interval time, and the audio engine determines the first audio data based on the first position information and the second position information.
[0191] The game engine obtains at least one third position information between the first position information and the second position information, and the game engine sequentially transmits the first position information, each third position information, and the second position information to the audio engine within a target interval time, and the audio engine determines first audio data based on the first position information, each third position information, and the second position information, where the first audio data is used to play audio having a fade playback state.
[0192] The game engine determines a target interval time and transmits the target interval time to the audio engine, and the audio engine adjusts the target interval time in response to the third adjustment command and transmits the adjusted target interval time to the game engine.
[0193] In a game scene, a target coordinate system is determined with the target position as its origin, and in the target coordinate system, a spherical area is determined with the origin as its center and a second distance as its radius, and if the distance between the virtual item and the virtual game character is equal to or less than the second distance, playback of audio data is permitted, and the spherical area is determined as the target spatial area.
[0194] The first coordinate of the first type in the first position information and the second coordinate of the first type in the second position information are used to indicate a leftward or rightward direction relative to the virtual game character, the third coordinate of the second type in the first position information and the fourth coordinate of the second type in the second position information are used to indicate a forward or backward direction relative to the virtual game character, and / or the fifth coordinate of the third type in the first position information and the sixth coordinate of the third type in the second position information are used to indicate an upward or downward direction relative to the virtual game character.
[0195] The present disclosure obtains the orientation change state of a virtual object during the process of moving from first position information to second position information, transmits the first position information and the second position information to an audio engine, and causes the audio engine to determine and play first audio data corresponding to the virtual object, thereby realizing a technical effect that the flying sound of the virtual object has a more accurate orientation expression and improves the audio playback effect in games, and solving the technical problem of poor audio playback effect in games.
[0196] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media that can store computer programs, such as a USB flash drive, a read-only memory (abbreviated as ROM), a random access memory (abbreviated as RAM), a removable hard disk, a disk, or a CD-ROM.
[0197] According to an embodiment of the present disclosure, there is further provided a processor configured to execute a program, wherein the program, when executed by the processor, is configured to perform the in-game audio processing method of the embodiment of the present disclosure.
[0198] An embodiment of the present disclosure further provides an electronic device, and FIG. 14 is a structural block diagram of an electronic device according to an embodiment of the present disclosure. As shown in FIG. 14, the electronic device includes a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the computer program to perform steps in any of the above method embodiments.
[0199] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.
[0200] Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program.
[0201] In S1, a target position where a virtual game character is to be located in a game scene is determined.
[0202] In S2, a target space region is determined in the game scene based on the target position.
[0203] In S3, first position information of the virtual object when it enters the target space area and second position information of the virtual object when it leaves the target space area are determined.
[0204] In S4, first audio data corresponding to the virtual object is determined based on the first position information and the second position information, where the first audio data is used to indicate the orientation change state of the virtual object in the process of moving from the first position information to the second position information.
[0205] The processor may be configured by a computer program to perform the following steps:
[0206] An initial intersection point between the movement trajectory of the virtual object and the target space area is determined, and position information of the initial intersection point in the target space area is determined as first position information. An end intersection point between the movement trajectory of the virtual object and the target space area is determined, and position information of the end intersection point in the target space area is determined as second position information.
[0207] In response to neither the first location information nor the second location information exceeding the target threshold, the first audio data is determined based on the first location information and the second location information.
[0208] The target spatial region is a spherical spatial region, and the radius of the spherical spatial region is determined as the target threshold value.
[0209] In response to the first adjustment command, the radius of the spherical spatial region is adjusted.
[0210] A first distance between the movement trajectory of the virtual object and the virtual game character is obtained. First audio data is determined based on the first position information, the second position information, and the first distance.
[0211] A first audio parameter corresponding to the first position information, the second position information, and the first distance is determined, and a first audio sample is modulated based on the first audio parameter to obtain first audio data.
[0212] a corresponding left sound image parameter or a right sound image parameter is determined based on the first coordinate of the first type in the first position information and the second coordinate of the first type in the second position information, and a corresponding audio filter parameter is determined based on the third coordinate of the second type in the first position information and the fourth coordinate of the second type in the second position information, and a volume parameter is determined based on the first distance.
[0213] In response to the second adjustment command, the first audio parameter is adjusted to the second audio parameter.
[0214] In response to the first audio sample being replaced with the second audio sample, a second adjustment instruction is triggered, the first audio parameter is adjusted to the second audio parameter, and the second audio sample is modulated based on the second audio parameter to obtain second audio data.
[0215] The audio engine obtains the first distance transmitted by the game engine, and the audio engine obtains the first position information and the second position information transmitted by the game engine, and determines first audio data based on the first position information, the second position information, and the first distance.
[0216] The game engine transmits the first position information and the second position information to the audio engine according to the target interval time, and the audio engine determines the first audio data based on the first position information and the second position information.
[0217] The game engine obtains at least one third position information between the first position information and the second position information, and the game engine sequentially transmits the first position information, each third position information, and the second position information to the audio engine within a target interval time, and the audio engine determines first audio data based on the first position information, each third position information, and the second position information, where the first audio data is used to play audio having a fade playback state.
[0218] The game engine determines a target interval time and transmits the target interval time to the audio engine, and the audio engine adjusts the target interval time in response to the third adjustment command and transmits the adjusted target interval time to the game engine.
[0219] In a game scene, a target coordinate system is determined with the target position as its origin, and in the target coordinate system, a spherical area is determined with the origin as its center and a second distance as its radius, and if the distance between the virtual item and the virtual game character is equal to or less than the second distance, playback of audio data is permitted, and the spherical area is determined as the target spatial area.
[0220] The first coordinate of the first type in the first position information and the second coordinate of the first type in the second position information are used to indicate a leftward or rightward direction relative to the virtual game character, the third coordinate of the second type in the first position information and the fourth coordinate of the second type in the second position information are used to indicate a forward or backward direction relative to the virtual game character, and / or the fifth coordinate of the third type in the first position information and the sixth coordinate of the third type in the second position information are used to indicate an upward or downward direction relative to the virtual game character.
[0221] The present disclosure obtains the orientation change state of a virtual object in the process of moving from first position information to second position information, transmits the first position information and the second position information to an audio engine, and causes the audio engine to determine and play first audio data corresponding to the virtual object, thereby realizing a technical effect that the flying sound of the virtual object has a more accurate orientation expression and further improves the audio playback effect in the game, thereby solving the technical problem of poor audio playback effect in the game.
[0222] Optionally, specific examples in this embodiment may refer to the examples described in the above embodiments and optional embodiments, and the description thereof will be omitted here in this embodiment.
[0223] The above serial numbers of the embodiments of the present disclosure are for illustrative purposes only and do not represent advantages and disadvantages of the embodiments.
[0224] In the above embodiments of the present disclosure, the description of each embodiment focuses on its own, and parts that are not described in detail in one embodiment can be confirmed in the related descriptions of other embodiments.
[0225] It should be noted that in some embodiments provided by the present disclosure, it should be understood that the disclosed technical contents can be implemented in other ways. Here, the above-described device embodiments are merely schematic, and the described division of units, which may be, for example, a logical division of functions, can actually be implemented in other ways, for example, multiple units or components can be combined or incorporated into another system, or some functions can be ignored or not implemented. In other respects, the illustrated or discussed mutual couplings or direct couplings or communication connections can be through some interfaces, indirect couplings or communication connections of units or modules, which may be electrical or other methods.
[0226] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, i.e., they may be located in one place or distributed across multiple units, and some or all of these units may be selected according to practical needs to achieve the purpose of this embodiment solution.
[0227] Furthermore, the functional units in various embodiments of the present disclosure may be integrated into a single processing unit, or the individual units may exist physically separate, or two or more units may be integrated into a single unit. The integrated units may be implemented in the form of hardware or in the form of software functional units.
[0228] The integrated unit may be implemented as a software functional unit and stored in a computer-readable storage medium when sold or used as a standalone product. It is understood that the technical solutions of the present disclosure, or a part, whole, or part of the technical solutions that essentially contribute to the related art, may be embodied in the form of a software product stored in a storage medium including a number of instructions that enable a computer device (which may be a personal computer, a server, a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The storage medium may include a medium capable of storing program code, such as a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a removable hard disk, a disk, or a CD-ROM.
[0229] The above are only preferred embodiments of the present disclosure, and those skilled in the art may make some improvements and modifications without departing from the principles of the present disclosure, and these improvements and modifications should also be considered as within the protection scope of the present disclosure.
Claims
1. determining a target position for a virtual game character in a game scene; determining a target spatial region in the game scene based on the target position; determining first position information of a virtual object when entering the target spatial region and second position information when leaving the target spatial region; determining first audio data corresponding to the virtual object based on the first position information and the second position information, the first audio data being used to indicate an orientation change state of the virtual object in the process of moving from the first position information to the second position information; 13. A method for processing audio in a game.
2. Determining first position information of the virtual object when entering the target spatial region and second position information of the virtual object when leaving the target spatial region includes: determining an initial intersection point between a movement trajectory of the virtual object and the target space region, and determining position information of the initial intersection point in the target space region as the first position information; determining an end intersection point between the movement trajectory of the virtual object and the target space area, and determining position information of the end intersection point in the target space area as the second position information.
2. The method for processing audio in a game according to claim 1.
3. Determining first audio data corresponding to the virtual object based on the first position information and the second position information includes: determining the first audio data based on the first location information and the second location information in response to neither the first location information nor the second location information exceeding a target threshold.
2. The method for processing audio in a game according to claim 1.
4. The target volume of space is a spherical volume of space, and the method further comprises: determining a radius of the spherical spatial region as the target threshold value; 4. The method for processing audio in a game according to claim 3.
5. adjusting a radius of the spherical region of space in response to a first adjustment command.
5. The method for processing audio in a game according to claim 4.
6. obtaining a first distance between a movement trajectory of the virtual object and the virtual game character; Determining first audio data corresponding to the virtual object based on the first position information and the second position information includes determining the first audio data based on the first position information, the second position information, and the first distance.
2. The method for processing audio in a game according to claim 1.
7. Determining the first audio data based on the first position information, the second position information, and the first distance includes: determining a first audio parameter corresponding to the first location information, the second location information and the first distance; and modulating the first audio samples based on the first audio parameters to obtain the first audio data.
7. The method for processing audio in a game according to claim 6.
8. Determining a first audio parameter corresponding to the first position information, the second position information, and the first distance includes: determining a corresponding left sound image parameter or a right sound image parameter based on a first coordinate of a first type in the first position information and a second coordinate of the first type in the second position information, respectively; determining corresponding audio filter parameters based on a third coordinate of a second type in the first location information and a fourth coordinate of the second type in the second location information, respectively; determining a volume parameter based on the first distance.
8. The method for processing audio in a game according to claim 7.
9. and adjusting the first audio parameter to a second audio parameter in response to a second adjustment command.
8. The method for processing audio in a game according to claim 7.
10. Adjusting the first audio parameter to a second audio parameter in response to a second adjustment command includes: in response to the first audio sample being replaced with a second audio sample, triggering the second adjustment instruction to adjust the first audio parameter to the second audio parameter; The method further includes modulating the second audio samples based on the second audio parameters to obtain second audio data.
10. The method for processing audio in a game according to claim 9.
11. obtaining a first distance between the movement trajectory of the virtual object and the virtual game character includes an audio engine obtaining the first distance transmitted by a game engine; Determining the first audio data based on the first position information, the second position information, and the first distance includes the audio engine obtaining the first position information and the second position information transmitted by the game engine, and determining the first audio data based on the first position information, the second position information, and the first distance.
7. The method for processing audio in a game according to claim 6.
12. Determining first audio data corresponding to the virtual object based on the first position information and the second position information includes: the game engine transmitting the first position information and the second position information to an audio engine according to a target interval time; and determining the first audio data based on the first location information and the second location information.
2. The method for processing audio in a game according to claim 1.
13. The game engine further includes obtaining at least one third location information between the first location information and the second location information; transmitting the first position information and the second position information to the audio engine in accordance with a target interval time by the game engine includes the game engine sequentially transmitting the first position information, each of the third position information and the second position information to the audio engine within the target interval time, Determining the first audio data based on the first position information and the second position information includes determining the first audio data based on the first position information, each of the third position information and the second position information by the audio engine, the first audio data being used to play audio having a fade playback state.
13. The method of claim 12, wherein the audio processing in a game is performed.
14. the game engine determining the target interval time and transmitting the target interval time to the audio engine; the audio engine adjusts the target interval time in response to a third adjustment command, and transmits the adjusted target interval time to the game engine.
13. The method of claim 12, wherein the audio processing in a game is performed.
15. determining a target spatial region in the game scene based on the target position, determining a target coordinate system in the game scene, the target coordinate system having an origin at the target position; determining a spherical region in the target coordinate system having a center at the origin and a radius of a second distance, and allowing playback of audio data when the distance between the virtual object and the virtual game character is equal to or less than the second distance; determining said spherical region as said target spatial region.
15. The method of claim 1, further comprising:
16. A first coordinate of a first type in the first position information and a second coordinate of the first type in the second position information are used to indicate a leftward or rightward direction with respect to the virtual game character, a third coordinate of a second type in the first position information and a fourth coordinate of the second type in the second position information are used to indicate a forward or backward direction with respect to the virtual game character, and / or a fifth coordinate of a third type in the first position information and a sixth coordinate of the third type in the second position information are used to indicate an upward or downward direction with respect to the virtual game character.
15. The method of claim 1, further comprising:
17. An audio processing device in a game, comprising: a first determination unit, a second determination unit, a third determination unit, and a fourth determination unit, the first determination unit is configured to determine a target position in a game scene at which a virtual game character is to be located; the second determination unit is configured to determine a target spatial region in the game scene based on the target position; the third determination unit is configured to determine first position information of a virtual object when entering the target spatial region and second position information of a virtual object when leaving the target spatial region; The fourth determination unit is configured to determine first audio data corresponding to the virtual object based on the first position information and the second position information, and the first audio data is used to indicate an orientation change state of the virtual object in the process of moving from the first position information to the second position information.
13. An audio processing device for a game.
18. A computer program is stored which, when executed by a processor, is configured to carry out the method according to any one of claims 1 to 16. A computer-readable storage medium comprising:
19. An electronic device comprising a memory and a processor, A computer program is stored in the memory, and the processor executes the computer program to perform the method of any one of claims 1 to 16.
1. An electronic device comprising:
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