Display control method, device, storage medium and electronic device for games

The display control method improves sound source localization in games by using interception and voice parameters to determine mapping positions and display expression patterns, addressing inaccuracies in existing methods and enhancing the gaming experience.

JP7738681B2Active Publication Date: 2025-09-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
JP2023575839
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2022-05-10
Filing Date
2022-10-10
Publication Date
2025-09-12
Estimated Expiration
2042-10-10

AI Technical Summary

Technical Problem

Existing audio visualization methods in games, particularly in shooters, struggle with inaccurate sound source localization, especially when players move and when multiple sound sources are present, leading to player misidentification and a degraded gaming experience.

Method used

A display control method that utilizes interception parameter and voice parameter information to determine a mapping position and display an expression pattern for virtual characters, incorporating Gaussian blurring to depict their location direction, enabling accurate and simultaneous tracking of multiple sound sources.

Benefits of technology

Enhances audio source localization accuracy, provides realistic auditory and visual effects, and optimizes the gaming experience by allowing players to track multiple sound sources more effectively.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a display control method, apparatus, storage medium and electronic device in a game. The method includes obtaining intercept parameter information of a target virtual character, obtaining voice parameter information of a first virtual character, calculating the intercept parameter information and the voice parameter information to obtain a voice intercept result, the voice intercept result including whether the voice of the first virtual character can be intercepted, and if the voice of the first virtual character can be intercepted, determining a corresponding mapping position in a graphical user interface based on a first position of the first virtual character located in the game scene, and displaying an expression pattern for showing the first virtual character at the mapping position. The method improves the dynamics and real-timeness of rendering the expression pattern, improves the accuracy of locating the voice source, and achieves a balance between accurately depicting the location direction of the first virtual character and the overexposure direction, and realizes tracking multiple voice sources in the same direction.
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Description

Cross-Citation of Related Applications

[0001] This disclosure claims priority to a Chinese patent application entitled "Display control method, apparatus, storage medium and electronic device in games," application number 202210505766.X, filed on May 10, 2022, the entire contents of which are incorporated herein by reference. [Technical Field]

[0002] The present disclosure relates to the field of terminal display technology, and in particular to a display control method for a game, a display control device for a game, a computer-readable storage medium, and an electronic device. [Background technology]

[0003] Currently, visualizing audio in games has become an important way to enhance the player's listening experience and optimize the player's gaming experience. In shooters, audio visualization is primarily achieved by displaying UI (User Interface) hints at the top of the screen. Here, combining with a compass or using compass-like display logic to display a volume histogram at the compass position on the screen indicates the direction of the sound to indicate the player's sound direction. Furthermore, in addition to the compass, it has been expanded to include an effect showing the source of the sound above or below the player's position.

[0004] However, this compass-guided method is typically displayed at the top of the HUD (Head Up Display, or horizontal display system), and is prone to misidentification when the player points their head toward the sky or the ground, so it can only roughly identify the location of a sound. Furthermore, it can only distinguish between above and below the player's position, not whether the sound is above or in front of the player, making it difficult to accurately locate the sound's distance above the player. This makes it difficult to track the sound source in real time with this method. In particular, if the speaker and listener are moving simultaneously, the voiceprint UI will be embossed when the HUD UI performs real-time follow-up, reducing the resolution of the information. Furthermore, if multiple people are speaking in the same direction at the same time, it is difficult to track multiple sound sources simultaneously, and the HUD UI cannot display multiple voiceprints simultaneously, which can lead to player misidentification and a degraded game experience.

[0005] Therefore, in this field, there is a need to develop a new display control method and device for games.

[0006] It should be noted that the information disclosed in the above background art section is used only to enhance understanding of the background of the present disclosure and may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0007] The objective of the present disclosure is to provide a display control method in a game, a display control device in a game, a computer-readable storage medium and an electronic device, and further to overcome at least to some extent the technical problems of inaccurate positioning of an audio source and poor effectiveness of real-time tracking and parallel tracking due to limitations of related technologies.

[0008] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by the practice of the present disclosure.

[0009] A first aspect of an embodiment of the present disclosure provides a display control method for a game, providing a graphical user interface on a target terminal device, and content displayed on the graphical user interface includes at least all or part of game scenes of the game, where the game scenes include a target virtual character controlled and operated on the target terminal device and a first virtual character controlled and operated on another terminal device, the method including: acquiring interception parameter information of the target virtual character and acquiring voice parameter information of the first virtual character; calculating the interception parameter information and the voice parameter information to obtain a voice interception result, the voice interception result including whether the voice of the first virtual character can be intercepted; if the voice of the first virtual character can be intercepted, determining a corresponding mapping position in the graphical user interface based on a first position where the first virtual character is located in the game scene; and displaying an expression pattern to indicate the first virtual character at the mapping position.

[0010] In an exemplary embodiment of the present disclosure, the interception parameter information includes a target voice type, an interception capability level, and noise level information, and acquiring the interception parameter information of the target virtual character includes acquiring the target voice type of the target virtual character, acquiring the interception capability level of the target virtual character, and acquiring the noise level information of the target virtual character.

[0011] In an exemplary embodiment of the present disclosure, obtaining the interception capability level of the target virtual character includes obtaining target attribute information of the target virtual character, obtaining a mapping relationship between the target attribute information and the interception capability level, and searching for the interception capability level corresponding to the target attribute information from the mapping relationship.

[0012] In an exemplary embodiment of the present disclosure, obtaining the noise level information of the target virtual character includes obtaining a target voice intensity emitted by the target virtual character based on the target voice type, obtaining an intercepted noise threshold of the target virtual character based on the target voice type, comparing the target voice intensity with the intercepted noise threshold to obtain a comparison result, and determining the noise level information of the target virtual character based on the comparison result.

[0013] In an exemplary embodiment of the present disclosure, the method further includes determining the noise level information of the target virtual character when the target virtual character is not making a sound.

[0014] In an exemplary embodiment of the present disclosure, the sound parameter information includes a first sound type and a sound propagation distance, and the first sound type includes at least one of a first movement type, a first attack type, and a first preparation attack type.

[0015] In an exemplary embodiment of the present disclosure, the interception parameter information includes an interception capability level and noise level information, and the voice parameter information includes a first voice type and a voice propagation distance, and calculating the interception parameter information and the voice parameter information to obtain a voice interception result includes, when the noise level information indicates that the first virtual character has been intercepted, obtaining a first voice intensity based on the first voice type, obtaining an interception coefficient of the target virtual character based on the interception capability level, and calculating the first voice intensity and the interception coefficient to obtain interception capability information; The method includes comparing the interception capability information with the sound propagation distance to obtain a sound interception result.

[0016] In an exemplary embodiment of the present disclosure, the expression pattern is a model outline of the first virtual character.

[0017] In an exemplary embodiment of the present disclosure, the expression pattern is a graphic in which the model outline of the first virtual character is blurred.

[0018] In an exemplary embodiment of the present disclosure, determining a corresponding mapping position in the graphical user interface based on a first position at which the first virtual character is located in the game scene includes determining a corresponding mapping position in the graphical user interface of the first position based on the first position at which the first virtual character is located in the game scene and camera parameters of a virtual camera, where the virtual camera is used to photograph all or part of the game scene to obtain a game scene screen to be displayed in the graphical user interface.

[0019] In an exemplary embodiment of the present disclosure, displaying an expression pattern to indicate the first virtual character at the mapping location includes determining an invisible region of the first virtual character relative to the target virtual character based on the camera parameters, and displaying an expression pattern to indicate the invisible region of the first virtual character at the mapping location, wherein the invisible region includes a full or partial region of the first virtual character, and the partial region of the first virtual character includes one or more virtual body parts of the first virtual character.

[0020] In an exemplary embodiment of the present disclosure, the method further includes determining that an entire area of ​​the first virtual character is visible to the target virtual character based on the camera parameters, and not displaying an expression pattern to represent the first virtual character.

[0021] In an exemplary embodiment of the present disclosure, displaying an expression pattern to indicate the first virtual character at the mapping position includes blurring the first virtual character to obtain an expression pattern indicating the first virtual character, and displaying the expression pattern at the mapping position.

[0022] In an exemplary embodiment of the present disclosure, blurring the first virtual character to obtain an expression pattern indicative of the first virtual character includes performing an image cutout process on the first virtual character to obtain a first screen, and performing a Gaussian blur process on the first screen to obtain an expression pattern indicative of the first virtual character.

[0023] In an exemplary embodiment of the present disclosure, the intercept parameter information includes a target audio type, the audio parameter information includes a first audio type and an audio propagation distance, and Gaussian blurring the first screen to obtain an expression pattern indicating the first virtual character includes: Gaussian blurring the first screen based on the target audio type and / or the first audio type to obtain an expression pattern indicating the first virtual character, wherein blur parameters of the expression pattern are determined based on the target audio type and / or the first audio type, and the blur parameters include a size and / or a definition of the expression pattern; or Gaussian blurring the first screen based on the audio propagation distance to obtain an expression pattern indicating the first virtual character, wherein blur parameters of the expression pattern are determined based on the audio propagation distance, and the blur parameters include a size and / or a definition of the expression pattern.

[0024] In an exemplary embodiment of the present disclosure, displaying an expression pattern to indicate the first virtual character at the mapping position includes determining a display time of the expression pattern indicating the first virtual character based on the intercept parameter information and / or the audio parameter information, and displaying the expression pattern at the mapping position according to the display time.

[0025] In an exemplary embodiment of the present disclosure, the method further includes, in response to a change in the first position, updating the mapping position in real time and updating a display position of the expression pattern in the graphical user interface, so that the expression pattern reflects the change in position of the first virtual character in real time.

[0026] In an exemplary embodiment of the present disclosure, the audio parameter information includes an audio propagation distance, and the method further includes generating a tracking control including the audio propagation distance based on the audio interception result, and displaying the tracking control to indicate the first virtual character at the mapping position.

[0027] A second aspect of the embodiment of the present disclosure provides a display control device for a game, including an information acquisition module, an information calculation module, a position determination module, and a graphic display module, and provides a graphical user interface on a target terminal device, and content displayed on the graphical user interface includes at least all or part of game scenes of the game, where the game scenes include a target virtual character controlled and operated on the target terminal device and a first virtual character controlled and operated on another terminal device, the information acquisition module is configured to acquire interception parameter information of the target virtual character and acquire voice parameter information of the first virtual character, the information calculation module is configured to calculate the interception parameter information and the voice parameter information to obtain an voice interception result, the voice interception result including whether the voice of the first virtual character can be intercepted, the position determination module is configured to determine a corresponding mapping position in the graphical user interface based on a first position where the first virtual character is located in the game scene if the voice of the first virtual character can be intercepted, and the graphic display module is configured to display an expression pattern to indicate the first virtual character at the mapping position.

[0028] A third aspect of an embodiment of the present disclosure provides an electronic device including a processor and a memory, wherein the memory stores computer-readable instructions that, when executed by the processor, realize a display control method for a game in any of the exemplary embodiments.

[0029] A fourth aspect of an embodiment of the present disclosure provides a computer-readable storage medium storing a computer program that, when executed by a processor, realizes the display control method for a game according to any of the above-described embodiments.

[0030] From the above, it can be seen that the game display control method, game display control device, computer storage medium, and electronic device in the embodiments of the present disclosure have at least the following advantages and positive effects.

[0031] In the method and apparatus according to an exemplary embodiment of the present disclosure, intercepted parameter information of a target virtual character and audio parameter information of a first virtual character are obtained as the data basis for rendering an expression pattern, thereby enriching the data dimension of the rendering expression pattern, improving the dynamics and real-timeness of expression pattern rendering, and increasing the accuracy of audio source location, providing more realistic auditory and visual effects. Furthermore, the expression pattern of the first virtual character is rendered and displayed based on the audio intercepted results, and the first virtual character is blurred to accurately depict the first virtual character's location direction while balancing the direction in which the first virtual character is excessively exposed, thereby achieving a directional effect of tracking and marking the first virtual character in real time. Rendering and displaying the expression patterns of multiple first virtual characters simultaneously further solves the problem of not being able to track multiple audio sources in the same direction, making it easier for players to grasp the number of first virtual characters, thereby optimizing the player's gaming experience.

[0032] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. [Brief explanation of the drawings]

[0033] [Figure 1] FIG. 1 is a schematic diagram of an interface showing a voice caller in the related art. [Figure 2] 10 is a flowchart of a display control method for a game according to an embodiment of the present disclosure. [Figure 3] 1 is a flowchart of a method for obtaining intercepted parameter information of a target virtual character in an embodiment of the present disclosure. [Figure 4]1 is a flowchart of a method for obtaining an interception capability level of a target virtual character in an embodiment of the present disclosure. [Figure 5] 1 is a flowchart of a method for obtaining noise level information of a target virtual character in an embodiment of the present disclosure. [Figure 6] 1 is a flowchart of a method for calculating intercept parameter information and voice parameter information in one embodiment of the present disclosure. [Figure 7] 1 is a flowchart of a method for blurring a first virtual character in an embodiment of the present disclosure. [Figure 8] 1 is a flowchart of a method for Gaussian blur processing of a first screen in one embodiment of the present disclosure. [Figure 9] FIG. 10 is a schematic interface diagram showing a model outline of the entire area of ​​a first virtual character in one embodiment of the present disclosure. [Figure 10] FIG. 10 is a schematic interface diagram showing a model outline of a partial region of a first virtual character in an embodiment of the present disclosure. [Figure 11] FIG. 10 is a schematic interface diagram of model contours of multiple first virtual characters in one embodiment of the present disclosure. [Figure 12] 1 is a flowchart of a method for displaying an expression pattern according to a display time in an embodiment of the present disclosure. [Figure 13] FIG. 1 is a schematic interface diagram reflecting the position change of a first virtual character in real time in one embodiment of the present disclosure. [Figure 14] 1 is a flowchart of a method for displaying tracking controls based on audio interception results in one embodiment of the present disclosure. [Figure 15] FIG. 1 is a configuration diagram of a display control device for a game according to an embodiment of the present disclosure. [Figure 16] FIG. 1 is a schematic diagram of an electronic device that implements a display control method for a game according to an embodiment of the present disclosure. [Figure 17]FIG. 1 is a diagram illustrating a computer-readable storage medium for implementing a display control method for a game according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0034] Next, exemplary embodiments will be described in more detail with reference to the drawings. However, the exemplary embodiments may be embodied in various forms and should not be understood as being limited to the examples described herein. On the contrary, these embodiments are provided to make the present disclosure more comprehensive and complete and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics may be incorporated into one or more embodiments in any suitable manner. In the following description, numerous specific details are provided to provide a thorough understanding of the embodiments of the present disclosure. However, those skilled in the art will recognize that the technical aspects of the present disclosure can be implemented without one or more of the specific details, or that other methods, components, devices, steps, etc. can be employed. In other cases, well-known technical solutions are not shown in detail or are omitted from the description to avoid obscuring various aspects of the present disclosure.

[0035] As used herein, the terms "a," "one," "this," and "said" are used to denote the presence of one or more elements / components / etc.; the terms "comprise" and "have" are used to denote an open inclusion and mean that other elements / components / etc. may be present in addition to the listed elements / components / etc.; the terms "first," "second," etc. are used as indicative terms only and do not imply a quantitative limitation on the amount of an object.

[0036] Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings indicate the same or similar parts, and therefore redundant explanations will be omitted. Some of the block diagrams shown in the drawings are functional entities that do not necessarily correspond to physically or logically independent entities.

[0037] Currently, in-game audio visualization has become an important method to enhance player listening experience and optimize player gaming experience. In shooter games, the audio visualization method is mainly to display UI prompts at the top of the screen.

[0038] Here, by combining with a compass or using compass-like display logic to display a volume histogram at the compass position on the screen, the direction of the sound is displayed to help the player focus on the sound direction. Furthermore, in addition to the compass, it is expanded to show the source of the sound above or below the player's position.

[0039] FIG. 1 shows a schematic diagram of a voice caller interface in the related art. As shown in FIG. 1, 200 indicates a position facing 220°. The first diamond-shaped volume histogram indicates a person making a sound horizontally. The second volume histogram, which appears horizontally downward, indicates a voice caller below the player's position. The third volume histogram, which appears horizontally upward, indicates another voice caller above the player's position.

[0040] Additionally, the last displayed direction is a horizontal right triangle symbol and a curved line, indicating that there are other voice callers beyond the current display range of the compass.

[0041] However, this compass-based approach is always displayed at the top of the HUD, which can easily lead to misidentification of directions when the player points their head toward the sky or the ground, and can only roughly identify the location of a sound. Furthermore, it can only distinguish between above and below the player's position, not whether the sound is above or in front of the player, making it impossible to accurately determine the distance from the player where the sound is located. This approach, of course, makes it difficult to track the sound source in real time. In particular, if the speaker and listener are moving simultaneously, the voiceprint UI will be embossed when the HUD UI performs real-time follow-up, reducing the clarity of the information. Furthermore, when multiple people are speaking in the same direction at the same time, it is difficult to track multiple sound sources simultaneously, and the HUD UI cannot simultaneously display multiple voiceprints, leading to misidentification by the player and a poor gaming experience.

[0042] In one embodiment of the present disclosure, the display control method in a game can be operated on a local terminal device or a server. If the display control method in a game is performed on a server, the method can be implemented and executed based on a cloud interaction system including a server and a client device.

[0043] In an alternative embodiment, various cloud applications, such as cloud games, can be executed under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In a cloud game execution mode, the execution entity of the game program and the presentation entity of the game screen are separated, the display control method for the game is stored and executed on a cloud game server, and the role of the client device is used to receive and transmit data and present the game screen. For example, the client device may be a mobile terminal, a television, a computer, a handheld computer, etc., but the information processing is performed by the cloud game server. When playing a game, a player operates the client device to send operation commands to the cloud game server, and the cloud game server executes the game based on the operation commands, encodes and compresses data such as game screens, returns the data to the client device via a network, and finally decodes and outputs the game screens via the client device.

[0044] In an alternative embodiment, the local terminal device stores a game program and renders a game screen, e.g., a game. The local terminal device is used to interact with a player via a graphical user interface, i.e., a game program is conventionally downloaded, installed, and executed via an electronic device. The local terminal device may provide the graphical user interface to the player in various ways, such as by rendering the interface on a display screen of the terminal or by projection mapping. For example, the local terminal device may include a display and a processor for presenting a graphical user interface, including a game screen, for executing the game, generating the graphical user interface, and controlling the display of the graphical user interface.

[0045] In a possible embodiment, an embodiment of the present disclosure provides a display control method in a game that provides a graphical user interface via a terminal device, where the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0046] In response to the problems in the related art, the present disclosure provides a method for controlling display in a game, providing a graphical user interface through a target terminal device, and the content displayed on the graphical user interface includes at least all or part of game scenes of the game, where the game scenes include a target virtual character controlled and operated by the target terminal device and a first virtual character controlled and operated by another terminal device. As shown in Figure 2, a flowchart of the method for controlling display in a game is shown, and the method for controlling display in a game includes at least the following steps:

[0047] In step s210, the intercept parameter information of the target virtual character is obtained, and the voice parameter information of the first virtual character is obtained.

[0048] In step s220, the intercepting parameter information and the voice parameter information are calculated to obtain a voice intercepting result, where the voice intercepting result includes whether the voice of the first virtual character can be intercepted.

[0049] In step s230, if the voice of the first virtual character can be intercepted, a corresponding mapping position in the graphical user interface is determined based on a first position of the first virtual character located in the game scene.

[0050] In step s240, an expression pattern for showing the first virtual character is displayed at the mapping position.

[0051] In an exemplary embodiment of the present disclosure, intercepted parameter information of a target virtual character and audio parameter information of a first virtual character are obtained as the data basis for rendering an expression pattern, thereby enriching the data dimension of the rendering expression pattern, improving the dynamics and real-timeness of expression pattern rendering, and increasing the accuracy of audio source location, providing more realistic auditory and visual effects. Furthermore, the expression pattern of the first virtual character is rendered and displayed based on the audio intercepted results, and the first virtual character is blurred to accurately depict the first virtual character's location direction while balancing the direction in which the first virtual character is excessively exposed, thereby achieving a directional effect of tracking and marking the first virtual character in real time. Rendering and displaying the expression patterns of multiple first virtual characters simultaneously further solves the problem of not being able to track multiple audio sources in the same direction, making it easier for players to grasp the number of first virtual characters, thereby optimizing the player's game experience.

[0052] Each step of the display control method for a game will be described in detail below.

[0053] In step s210, the intercept parameter information of the target virtual character is obtained, and the voice parameter information of the first virtual character is obtained.

[0054] In an embodiment of the present application, the target virtual character may be a game virtual character that is controlled by the current player via the target terminal device.

[0055] In an alternative embodiment, the interception parameter information includes a target voice type, an interception capability level, and a noise level, and Fig. 3 is a flowchart of a method for obtaining interception parameter information of a target virtual character. As shown in Fig. 3, the method includes at least the following steps: in step s310, a target voice type of the target virtual character is obtained.

[0056] The target voice type of the target virtual character is the voice type of the voice uttered by the target virtual character.

[0057] For example, the target voice type may include a movement type of the target virtual character, an attack type of the target virtual character, a type in which the target virtual character prepares to attack, etc., but this embodiment is not particularly limited thereto.

[0058] Specifically, the movement types of the target virtual character include running, crouching, jumping, walking slowly, and walking fast, the attack types of the target virtual character include firing a gun and throwing a mine, and the types of the target virtual character preparing an attack include an ammunition replacement clip, opening and closing a sight, and a mine safety bottle opener.

[0059] In step s320, the target virtual character's interception capability level is obtained.

[0060] In an optional embodiment, Figure 4 is a flowchart of a method for obtaining an interception ability level of a target virtual character. As shown in Figure 4, the method includes at least the following steps: in step s410, obtain target attribute information of the target virtual character, and obtain a mapping relationship between the target attribute information and the interception ability level.

[0061] Here, the target attribute information of the target virtual character may be the game level of the target virtual character, or the number of tasks that the target virtual character has completed to improve the interception ability level or the progress of the tasks, and this embodiment is not particularly limited thereto.

[0062] Also, a mapping relationship can be preset between the target attribute information of the target virtual character and the interception capability level.

[0063] This mapping relationship may be a unified relationship set for all virtual game characters, or may be a corresponding relationship for differentiating settings of different virtual game characters, and this embodiment is not particularly limited thereto.

[0064] In step s420, the interception capability level corresponding to the target attribute information is searched from the mapping relationship.

[0065] After obtaining the mapping relationship between the target attribute information of the target virtual character and the interception capability level, the interception capability level corresponding to the current target attribute information of the target virtual character can be searched for from the mapping relationship.

[0066] This interception ability level can also be used as a growth value for the target virtual character, enhancing the long-term retention effect of the player.

[0067] In this embodiment, the interception ability level of the target virtual character can be obtained by searching the mapping relationship between the target attribute information and the interception ability level, and the determination method is simple and accurate, and provides data information on the side of the target virtual character to display the expression pattern of the first virtual character.

[0068] In step s330, noise level information of the target virtual character is obtained.

[0069] In an optional embodiment, Figure 5 is a flowchart of a method for obtaining noise level information of a target virtual character. As shown in Figure 5, the method includes at least the following steps: in step s510, obtain a target sound intensity emitted by the target virtual character based on the target sound type; and obtain an intercept noise threshold of the target virtual character based on the target sound type.

[0070] Since voice intensities corresponding to different target voice types are set, the corresponding target voice intensity can be determined based on the target voice type of the acquired target virtual character.

[0071] For example, if the target sound type is running, the corresponding target sound intensity may be 30 decibels, and if the target sound type is gunfire, the corresponding target sound intensity may be 40 decibels.

[0072] Intercepted noise thresholds corresponding to different target voice types are also set, so that the corresponding intercepted noise threshold can be determined based on the target voice type of the acquired target virtual character.

[0073] This intercept noise threshold can be used to indicate the maximum sound intensity that can be intercepted when the target virtual character emits the target sound intensity.

[0074] For example, if the target sound type is running, the corresponding intercept noise threshold may be 20 decibels, and if the target sound type is gunfire, the corresponding intercept noise threshold may be 10 decibels.

[0075] In step s520, the target voice intensity is compared with an intercepted noise threshold to obtain a comparison result, and noise level information of the target virtual character is determined based on the comparison result.

[0076] After obtaining the target voice intensity and the intercepted noise threshold respectively based on the target voice type, the target voice intensity and the intercepted noise threshold can be compared to obtain a comparison result.

[0077] Furthermore, noise level information of the target virtual character is determined based on the comparison result.

[0078] If the comparison result indicates that the target voice intensity is equal to or less than the intercept noise threshold, it is determined that the target virtual character at this time can intercept the voice emitted by the first virtual character corresponding to the target virtual character.

[0079] If the comparison result shows that the target voice intensity is greater than the intercept noise threshold, it is determined that the noise emitted by the target virtual character itself is too loud and the first virtual character corresponding to the target virtual character cannot be intercepted.

[0080] Therefore, obtaining this noise level information makes it more difficult to capture real scenes such as gunshots in the environment when a target virtual character is firing, and the simulation effect can be more realistic.

[0081] In this embodiment, the noise level information of the target virtual character can be determined by comparing the target voice intensity with the interception noise threshold, which provides a basis for determining whether the first virtual character can be intercepted and provides a prerequisite judgment criterion for displaying the expression pattern of the first virtual character.

[0082] Also, if the target virtual character is not making any sound, the corresponding noise level information can be determined directly.

[0083] In an alternative embodiment, if the target virtual character is not making any sound, noise level information for the target virtual character is determined.

[0084] When the target virtual character does not emit any sound, it can be directly determined that the current noise level information of the target virtual character can intercept the sound emitted by the first virtual character corresponding to the target virtual character, since it indicates that the target virtual character does not generate any noise and does not affect interception.

[0085] Meanwhile, the voice parameter information of one or more first virtual characters of the target virtual character can also be obtained simultaneously to track one or more voice sources simultaneously, so that the player controlling the target virtual character can accurately obtain information on the number of first virtual characters.

[0086] Here, the first virtual character may be one or more game virtual characters identified from the game virtual characters of the opposing camp of the target virtual character, or may be one or more game virtual characters that are teammates of the target virtual character and belong to the same camp, and this embodiment is not particularly limited thereto.

[0087] In an alternative embodiment, the sound parameter information includes a first sound type and a sound propagation distance, and the first sound type includes a first movement type, a first attack type, and a first preparation attack type.

[0088] Here, the first sound type can include types such as a first movement type, a first attack type, and a first preparatory attack type, but this embodiment is not particularly limited.

[0089] The sound propagation distance may be the distance traveled by the first virtual character to reach the same position of the target virtual character, i.e. the distance between the first virtual character and the target virtual character in the current case.

[0090] Specifically, the first movement type may include movement methods of the first virtual character such as running, crouching, jumping, walking slowly, and walking quickly; the first attack type may include attack methods of the first virtual character such as firing a gun or throwing a mine; and the first preparatory attack type may include preparatory methods for an attack method such as changing the clip of the first virtual character, opening the sight, or removing the safety plug of a mine.

[0091] Therefore, capturing a first sound type of a first virtual character can provide data support for the effect that sharp sniper gunfire is easier to capture than short assault gunfire or running sounds, and sound propagation distance can affect the visualization ability of the first virtual character's expression pattern.

[0092] In step s220, the intercepting parameter information and the voice parameter information are calculated to obtain a voice intercepting result, where the voice intercepting result includes whether the voice of the first virtual character can be intercepted.

[0093] In an exemplary embodiment of the present disclosure, after obtaining the intercepted parameter information of a target virtual character and the voice parameter information of an enemy first character respectively, the intercepted parameter information and the voice parameter information of a different first virtual character are calculated in parallel to obtain the voice intercepted result of the target virtual character, which can ensure that the expression patterns of multiple voice sources can be tracked and rendered simultaneously.

[0094] In an optional embodiment, the interception parameter information includes an interception capability level and noise level information, and the voice parameter information includes a first voice type and a voice propagation distance, and Figure 6 is a flowchart of a method for calculating the interception parameter information and the voice parameter information. As shown in Figure 6, the method includes at least the following steps: in step s610, if the noise level information indicates that a first virtual character has been intercepted, obtain a first voice intensity based on the first voice type;

[0095] If the target sound intensity of the target virtual character is below the intercept noise threshold, or if the target virtual character is not making any sound, the noise level information indicates that the first virtual character can be intercepted at this time.

[0096] In this case, since the first voice intensity corresponding to the different first voice types is set, the first voice intensity at that time can be acquired based on the acquired first voice type.

[0097] For example, if the first sound type is running, the corresponding first sound intensity may be 30 decibels, and if the first sound type is gunfire, the corresponding first sound intensity may be 40 decibels.

[0098] In step s620, an interception coefficient of the target virtual character is obtained based on the interception capability level, and a first audio intensity and an interception coefficient are calculated to obtain interception capability information.

[0099] The corresponding interception coefficient is set to be linearly related to the interception ability level, so that after obtaining the interception ability level of the target virtual character, the corresponding interception coefficient can be obtained.

[0100] Furthermore, by calculating the first audio intensity and the interception coefficient, corresponding interception capability information can be obtained.

[0101] Specifically, the method for calculating the first audio intensity and the interception coefficient may be to multiply the first audio intensity and the interception coefficient, or to set other calculation methods according to actual situations, and this embodiment is not particularly limited thereto.

[0102] In step s630, the intercept capability information is compared with the sound propagation distance to obtain the sound intercept result.

[0103] After calculating the interception capability information, the interception capability information can be compared with the acquired voice propagation distance to obtain the voice interception result.

[0104] Here, the audio interception result may be such that the interception capability information is equal to or greater than the audio propagation distance, or may be such that the interception capability information is less than the audio propagation distance.

[0105] The determination of the voice intercept result and the previous judgment process display the expression pattern of the first virtual character to form a dual-logic and elaborate judgment level, which can be expressed by formula (1): TIFF0007738681000001.tif13170Here, b2∈U_A2, U indicates a set of first virtual characters that the target virtual character can intercept, a1 indicates a first voice type, b1 indicates a target voice type, a2 indicates the first virtual character emitting the voice, b2 indicates the target virtual character, X indicates the target voice intensity of the target virtual character or the first voice intensity of the first virtual character, Y indicates the interception noise threshold, M indicates the interception coefficient, and dS indicates the voice propagation distance.

[0106] In this embodiment, by calculating and comparing the first audio intensity and the interception coefficient, the audio interception result can be further determined, and whether the distance is too far to intercept the first virtual character can be determined, which is more appropriate and accurate to the actual situation, and can strike a balance between displaying the expression pattern of the first virtual character and ensuring the safety of the first virtual character.

[0107] In the process of calculating the voice interception results, various kinds of different dimension data are added to the calculation process, which supports the optimization of the corresponding voiceprint system, increases the depth of the voiceprint system's later numerical growth, and provides guarantees for different experiences of the voiceprint system. For example, eavesdroppers of different levels can obtain different amounts of information from the same voice, which changes the player's later game strategy.

[0108] In step s230, if the voice of the first virtual character can be intercepted, a corresponding mapping position in the graphical user interface is determined based on a first position of the first virtual character located in the game scene.

[0109] In an exemplary embodiment of the present disclosure, after calculating the audio interception result, if the audio interception result can intercept the audio of a first virtual character, a corresponding mapping position can be determined based on a first position where the first virtual character is located in the game scene.

[0110] In an optional embodiment, a mapping position corresponding to the first position in the graphical user interface is determined based on a first position where a first virtual character is located in a game scene and camera parameters of a virtual camera, where the virtual camera is used to capture all or part of a game scene of the game and display a game scene screen displayed in the graphical user interface.

[0111] Here, the game scene screen displayed on the graphical user interface of the target terminal device is the game scene content captured by the virtual camera.

[0112] For example, in a first-person game, a virtual camera can be placed on the head of a target virtual character, and camera parameters such as the orientation of the virtual camera can be rotated to follow the rotation of the target virtual character, and the game scene screen rendered by the graphical user interface corresponds to the game scene content captured by the virtual camera.

[0113] In a third-person game, a virtual camera is placed behind or directly above a target virtual character, and camera parameters such as the direction of the virtual camera are moved to follow the movement of the target virtual character, allowing a certain area of ​​the game scene around the target virtual character to be photographed at a certain angle.

[0114] Thus, the mapping position corresponding to the position of the first virtual character in the game scene can be determined by camera parameters such as the orientation of the target virtual character's virtual camera, i.e. the target virtual character's viewpoint.

[0115] Specifically, the mapping location corresponding to the first location may be the same location as the first location or may be another related location, and this embodiment is not particularly limited thereto.

[0116] In step s240, an expression pattern for showing the first virtual character is displayed at the mapping position.

[0117] In an exemplary embodiment of the present disclosure, after determining that the audio interception result indicates that the audio of a first virtual character can be intercepted and determining a mapping position, the expression pattern of the first virtual character can be displayed at the mapping position.

[0118] In an optional embodiment, an invisible region of the first virtual character relative to the target virtual character is determined based on the camera parameters, and a representation pattern of the invisible region is displayed to show the first virtual character at the mapping position, where the invisible region includes all or a portion of the first virtual character's region, and the portion of the first virtual character's region includes one or more virtual body parts of the first virtual character.

[0119] Based on the camera parameters of the virtual camera, when viewing the first virtual character from the target virtual character's perspective, the target virtual character may be able to see the complete first virtual character, or the target virtual character may only be able to see a portion of the first virtual character.

[0120] Then, an invisible region of the first virtual character under the viewpoint of the target virtual character can be determined based on the camera parameters to generate an expression pattern of the first virtual character based on the viewpoint of the target virtual character.

[0121] Here, the invisible region is the region of the initial virtual character that is not visible to the target virtual character.

[0122] When the target virtual character cannot observe the first virtual character, the invisible area is the entire area of ​​the first virtual character, i.e., the entire first virtual character, and when the target virtual character can observe a partial area of ​​the first virtual character, such as the head, the invisible area is the area of ​​the first virtual character other than the head.

[0123] Thus, the non-visible region of the first virtual character may be one or more virtual body parts of the first virtual character.

[0124] Note that the division of the invisible area is not strictly based on the virtual body parts of the first virtual character, but is the same as the true viewpoint in the actual scene, and some parts of the virtual body parts may be visible and other parts may be invisible.

[0125] After determining the non-visible region of the first virtual character relative to the target virtual character, an expression pattern for indicating the non-visible region of the first virtual character can be generated and the expression pattern can be displayed.

[0126] In an optional embodiment, the first fictional character is blurred to obtain an expression pattern representing the first fictional character, and the expression pattern is displayed at the mapping position.

[0127] The portion of the first virtual character that is blurred is the invisible region of the first virtual character, and there is no need to blur the visible region of the first virtual character relative to the target virtual character.

[0128] In an optional embodiment, Figure 7 is a flowchart of a blurring method for a first virtual character. As shown in Figure 7, the method includes at least the following steps: in step s710, the first virtual character is subjected to image cutout processing to obtain a first screen;

[0129] The first virtual character is subjected to image cutout processing using an image segmentation technique or an intelligent image cutout technique to obtain a first image of the first virtual character, which may be an image formed based on the outline and interior of the first character.

[0130] In step s720, the first image is Gaussian blurred to obtain an expression pattern representing the first fictitious character.

[0131] Here, Gaussian Blur, also known as Gaussian Smoothing, is a processing effect widely used in image processing software such as Adobe Photoshop (image processing software), GIMP (GNU Image Manipulation Program), and Paint.NET (image and photo processing software), and is typically used to reduce image noise and reduce the level of detail.

[0132] The images produced by this blurring technique have a visual effect similar to that of viewing an image through a shaggy glass, which is clearly different from the deforming out-of-focus imaging effects of a lens or the effects of normal lighting shadows.

[0133] Gaussian smoothing is also used in the preprocessing stage of computer vision algorithms to enhance the image effect at different scales. From a mathematical perspective, the Gaussian blurring process of an image is the convolution of the image with a normal distribution. The normal distribution is also known as the Gaussian distribution, hence the name Gaussian blurring.

[0134] Convolving the image with a circular box blur will give a more accurate out-of-focus imaging effect. The Fourier transform of a Gaussian function is another Gaussian function, so a Gaussian blur is a low-pass filter for the image.

[0135] Gaussian blur is an image blurring filter that calculates the transformation of each pixel in an image using a normal distribution. The equation for the N-dimensional spatial normal distribution is: TIFF0007738681000002.tif8170, The two-dimensional space where the enemy's outline is blurred with Gaussian blur is It is defined as TIFF0007738681000003.tif7170, where r is the blur radius and σ is the standard deviation of the normal distribution.

[0136] In two-dimensional space, the contours of the surface generated by this formula are concentric circles with a normal distribution from the center. A convolution matrix consisting of pixels with non-zero distribution is transformed with the original image. The value of each pixel is a weighted average of the surrounding neighboring pixel values. The original pixel value has the largest Gaussian distribution value, so it has the largest weight, and neighboring pixels farther away from the original pixel have decreasing weights.

[0137] The blurring process performed in this way preserves the edge effect better than other equalization blur filters.

[0138] In an alternative embodiment, the intercept parameter information includes a target voice type, and the voice parameter information includes a first voice type and a voice propagation distance. Figure 8 is a flowchart of a method for Gaussian blurring a first screen. As shown in Figure 8, the method includes at least the following steps: in step s810, Gaussian blur the first screen based on the target voice type and / or the first voice type to obtain an expression pattern for showing a first virtual character, where blur parameters of the expression pattern are determined by the target voice type and / or the first voice type, and the blur parameters include a size and / or a definition of the expression pattern.

[0139] The degree of Gaussian blur is determined by the Gaussian matrix. Specifically, the larger the size of the Gaussian matrix, the larger the standard deviation, and the more blurred the Gaussian blur will be in the representation pattern.

[0140] Generally, the standard deviation can be set to 0 to perform Gaussian blurring, so the blurring degree of the Gaussian blurred representation pattern is determined by the Gaussian matrix.

[0141] Furthermore, when determining the Gaussian matrix for generating the expression pattern, it can be determined based on the target voice type and / or the first voice type, and therefore the blurring parameter reflecting the degree of blurring of the expression pattern is determined by the target voice type and / or the first voice type.

[0142] For example, there may be a mapping relationship between different target voice types and the magnitude of the Gaussian matrix, so that the magnitude of the Gaussian matrix can be determined based on the mapping relationship and the target voice type to Gaussian blur the first screen according to the target voice type to obtain a corresponding expression pattern.

[0143] Similarly, there may be a corresponding mapping relationship between different first voice types and the magnitude of the Gaussian matrix, so that the magnitude of the Gaussian matrix can be determined based on the mapping relationship and the first voice type to Gaussian blur the first screen according to the first voice type to obtain a corresponding expression pattern.

[0144] Alternatively, different target voice types and the first voice type simultaneously determine the magnitude of the Gaussian matrix to obtain corresponding expression patterns.

[0145] In that case, the blurring parameters reflecting the degree of blurring of the representation pattern may include the size and / or the fineness of the representation pattern.

[0146] It can be determined that the larger the target voice type and / or the Gaussian matrix determined by the target voice type, the smaller the size and / or the poorer the definition of the expression pattern, and that the smaller the target voice type and / or the Gaussian matrix determined by the target voice type, the larger the size and / or the better the definition of the expression pattern.

[0147] In step s820, a Gaussian blur process is performed on the first screen based on the audio propagation distance to obtain an expression pattern showing the first virtual character, and blur parameters of the expression pattern are determined by the audio propagation distance, and the blur parameters include a size and / or a definition of the expression pattern.

[0148] The degree of Gaussian blur is determined by the Gaussian matrix. Specifically, the larger the size of the Gaussian matrix, the larger the standard deviation, and the more blurred the Gaussian blur will be in the representation pattern.

[0149] Generally, the standard deviation can be set to 0 to directly perform Gaussian blurring, so the blurring degree of the Gaussian blurred representation pattern is determined by the Gaussian matrix.

[0150] Furthermore, when determining the Gaussian matrix for generating the expression pattern, it can be determined based on the audio propagation distance, so the blurring parameter that reflects the degree of blurring of the expression pattern is determined by the audio propagation distance.

[0151] For example, the magnitude of the Gaussian matrix can be directly equal to the magnitude of the audio propagation distance. Alternatively, there can be a mapping relationship between the magnitude of the Gaussian matrix and the audio propagation distance. The magnitude of the Gaussian matrix can be determined based on this mapping relationship and the audio propagation distance, and the first screen can be Gaussian blurred according to the audio propagation distance to obtain a corresponding expression pattern.

[0152] In that case, the blurring parameters reflecting the degree of blurring of the representation pattern may include the size and / or the fineness of the representation pattern.

[0153] It can be determined that the larger the Gaussian matrix determined by the sound propagation distance, the smaller the size and / or the poorer the definition of the expression pattern, and that the smaller the Gaussian matrix determined by the sound propagation distance, the larger the size and / or the better the definition of the expression pattern.

[0154] Therefore, by blurring the first virtual character, the more distant the first virtual character is, the more blurred the contour position information becomes, making it possible to better simulate the difficulty of judging distant sounds in the real world.

[0155] Furthermore, if the first virtual character is an enemy virtual character, the blurred expression pattern will not accurately display the position of the enemy virtual character, reducing the possibility of accurately shooting the enemy virtual character. Furthermore, when the voice of the enemy virtual character is intercepted, the expression pattern for the enemy virtual character will be rendered on the enemy virtual character in real time, achieving the effect of real-time visualization.

[0156] After generating an expression pattern representing the first virtual character, the expression pattern may be displayed at the determined mapping location.

[0157] In an alternative embodiment, the expression pattern is a model outline of the first virtual character.

[0158] 9 is a schematic interface diagram of a display of a model outline of the entire region of a first virtual character. As shown in FIG. 9, when the first virtual character is an enemy virtual character, 910 is an expression pattern of the enemy virtual character. The expression pattern is a model outline of the first virtual character obtained by blurring the entire region of the first virtual character.

[0159] 10 is a schematic interface diagram of a display of a model contour of a partial region of a first virtual character. As shown in FIG. 10, when the first virtual character is an enemy virtual character, 1010 is an expression pattern of the enemy virtual character. The expression pattern is a model contour of the first virtual character obtained by blurring a partial region of the first virtual character.

[0160] Reference numeral 1020 denotes a screen in which the other areas other than the invisible area of ​​the enemy virtual character are displayed normally. Since the other areas indicated by 1020 are visible to the target virtual character, there is no need to blur 1020.

[0161] To display the model outline of an enemy virtual character, the display priority of the model outline can be set to the highest so that the model outline is at the top of the game scene without being obstructed by walls or other obstacles in the game, and a perspective effect can be given to the model outline.

[0162] At the same time, the blurred model contour also solves the problem of not exposing too much information about the enemy virtual character or the position information of the enemy virtual character, including, for example, the accurate position information, head position, and body orientation of the enemy virtual character, and can prevent the player controlling the target virtual character from using the perspective effect to lock on, thereby preventing operations that destroy the game balance.

[0163] 11 is a schematic interface diagram of model contours of multiple first virtual characters. As shown in FIG. 11, when the first virtual characters are enemy virtual characters, 1110, 1120, 1130, 1140, and 1150 are expression patterns of five enemy virtual characters. These expression patterns are model contours of the first virtual characters obtained by simultaneously blurring the five enemy virtual characters.

[0164] Therefore, through parallel calculation and processing of the voice parameter information of multiple different first virtual characters, multiple voice interception results can be obtained, and the expression patterns of multiple first virtual characters can be ensured to be tracked and rendered simultaneously.

[0165] In addition, since the degree of Gaussian blurring for the first virtual character varies depending on the target voice type and / or the first voice type of the first virtual character and the voice propagation distance, there are certain differences in the size and / or definition of the model contour of the first virtual character.

[0166] The expression pattern may also be other graphics related to the model contour.

[0167] In an alternative embodiment, the expression pattern refers to a figure obtained by blurring the model outline of the first virtual character.

[0168] After generating an expression pattern showing the first virtual character, the blurred model contour may be further blurred to obtain an expression pattern in order to further protect the position information of the first virtual character.

[0169] In addition, other transformation processes can be performed on the generated expression pattern according to the actual situation, and this embodiment is not particularly limited.

[0170] Furthermore, the display time of the expression pattern may be determined based on the intercept parameter information and / or the audio parameter information.

[0171] In an optional embodiment, Figure 12 is a flowchart of a method for displaying an expression pattern according to a display time. As shown in Figure 12, the method includes at least the following steps: in step s1210, determine a display time of an expression pattern showing a first virtual character based on intercepted parameter information and / or voice parameter information;

[0172] Here, the display time of the expression pattern may be related to the first voice type of the first virtual character and the interception ability level of the target virtual character.

[0173] For example, the display time when the first voice type of the first virtual character is the first attack type is longer than the display time when the first voice type is the first preparatory attack type, and the display time when the first voice type of the first virtual character is the first preparatory attack type is longer than the display time when the first voice type is the first movement type.

[0174] Alternatively, the target virtual character's interception ability level may be positively correlated with the display time of the expression pattern. For example, the higher the target virtual character's interception ability level, the longer the display time of the expression pattern. The lower the target virtual character's interception ability level, the shorter the display time of the expression pattern.

[0175] In addition, the display time of the expression pattern may be simultaneously related to the first voice type of the first virtual character and the interception ability level of the target virtual character, and so on, and this embodiment is not particularly limited.

[0176] In step s1220, the expression pattern is displayed at the mapping position according to the display time.

[0177] After determining the display time of the expression pattern, the expression pattern of the first virtual character can be displayed according to the display time.

[0178] In this embodiment, when the first virtual character is intercepted, the duration of the display of the expression pattern of the first virtual character can present a different expression based on the intercept parameter information and / or the voice parameter information, thereby increasing the depth and long-line development experience of the entire system.

[0179] The mapping position can be updated in real time with changes in the first position to track the source of the sound of the first virtual character in real time.

[0180] In an optional embodiment, the mapping position is updated in real time in response to changes in the first position, thereby updating the displayed position of the expression pattern on the graphical user interface such that the expression pattern reflects the positional changes of the first virtual character in real time.

[0181] 13 is a schematic diagram of an interface that reflects the positional changes of a first virtual character in real time. As shown in FIG. 13, 1310, 1320, and 1330 are expression patterns of the first virtual character at different times. These expression patterns update the mapping position in real time based on the change in the first position of the first virtual character at different times, and display the model outline of the current time at the corresponding mapping position.

[0182] Therefore, the expression patterns at different times can reflect the change in the position of the first virtual character, and the display position of the first virtual character on the graphical user interface can be tracked and displayed in real time.

[0183] Here, 1310, 1320, and 1330 are model contours obtained by blurring the entire area of ​​the first virtual character when the entire area of ​​the first virtual character is an invisible area.

[0184] Through the accurate drawing and rendering of the expression patterns of the first virtual character, it is convenient for players to intuitively grasp the direction of the sound source in real time, and accurately understands the direction in multiple dimensions, including left and right, up and down, near and far, etc., solving the problem that the sound direction can only display the rough position and cannot be tracked in real time.

[0185] Additionally, 1340 is a game screen in which, when the entire first virtual character is visible to the target virtual character, no area of ​​the first virtual character is blurred and the first virtual character is displayed normally.

[0186] Therefore, there may be cases where the target virtual character can observe the entire first virtual character, and there are no invisible areas at this time.

[0187] In an alternative embodiment, it is determined based on the camera parameters that all areas of the first virtual character are visible to the target virtual character, and no expression pattern indicative of the first virtual character is displayed.

[0188] If the target virtual character is observing the entire first virtual character, there are no non-visible regions, i.e., all regions of the first virtual character are visible to the target virtual character.

[0189] In this case, there is no need to further generate or display an expression pattern for representing the first virtual character. When the first virtual character is intercepted, an expression pattern for the first virtual character can be generated and displayed based on the audio interception result, and a tracking control can also be displayed based on the audio interception result.

[0190] In an alternative embodiment, the audio parameter information includes an audio propagation distance, and Figure 14 is a flowchart of a method for displaying a tracking control based on an audio interception result. As shown in Figure 14, the method includes at least the following steps: in step s1410, generate a tracking control based on the audio interception result, and the tracking control includes an audio propagation distance.

[0191] As a result of the audio interception, if the interception capability information is equal to or greater than the audio propagation distance, a tracking control can be generated. The tracking control can be in the form of a 2DUI, such as a circular control, a square control, an arrow-style control, etc., and this embodiment is not particularly limited. The tracking control allows the orientation of the first virtual character to be tracked in real time.

[0192] Audio propagation distance information can also be added at a relative location, such as at or next to the tracking control, to further indicate the distance of the first virtual character that this tracking control points to from the target virtual character.

[0193] In step s1420, a tracking control is displayed to show the first virtual character at the mapping position.

[0194] After determining the mapping location and generating the tracking control, the tracking control can be displayed at the mapping location.

[0195] In this case, the mapping position may be an internal position of the first virtual character, such as the head or chest of the first virtual character, or an external position, such as the left or right of the first virtual character, and this embodiment is not particularly limited thereto.

[0196] In this embodiment, the generated tracking control is displayed at the mapping position of the first virtual character, thereby enriching the display effect of the audio source and providing another implementation method for real-time tracking and rendering to improve the player's game experience.

[0197] In a method provided by an exemplary embodiment of the present disclosure, intercepted parameter information of a target virtual character and audio parameter information of a first virtual character are obtained as the data basis for rendering an expression pattern, thereby enriching the data dimension of the rendering expression pattern, improving the dynamics and real-timeness of expression pattern rendering, and improving the accuracy of audio source location, providing more realistic auditory and visual effects. Furthermore, the expression pattern of the first virtual character is rendered and displayed based on the audio intercepted result, and the first virtual character is blurred to accurately depict the first virtual character's location direction while balancing the direction in which the first virtual character is excessively exposed, thereby achieving a directional effect of tracking and marking the first virtual character in real time. Rendering and displaying the expression patterns of multiple first virtual characters simultaneously further solves the problem of not being able to track multiple audio sources in the same direction, making it easier for players to grasp the number of first virtual characters, thereby optimizing the player's game experience.

[0198]

[0013] In addition, an embodiment of the present application also provides a display control device for a game, providing a graphical user interface on a target terminal device, and the content displayed on the graphical user interface includes at least all or part of a game scene of the game, where the game scene includes a target virtual character controlled and operated through the target terminal device and a first virtual character controlled and operated through another terminal device. Figure 15 is a configuration diagram of a display control device for a game. As shown in Figure 15, a display control device for a game 1500 includes an information acquisition module 1510, an information calculation module 1520, a position determination module 1530, and a graphic display module 1540. Here, the information acquisition module 1510 is configured to acquire interception parameter information of the target virtual character and acquire voice parameter information of the first virtual character; the information calculation module 1520 is configured to calculate the interception parameter information and the voice parameter information to obtain a voice interception result, wherein the voice interception result includes whether the voice of the first virtual character can be intercepted; the position determination module 1530 is configured to determine a corresponding mapping position in the graphical user interface based on a first position where the first virtual character is located in the game scene if the voice of the first virtual character can be intercepted; and the graphic display module 1540 is configured to display an expression pattern to indicate the first virtual character at the mapping position.

[0199] In an exemplary embodiment of the present disclosure, the interception parameter information includes a target voice type, an interception capability level, and noise level information, and acquiring the interception parameter information of the target virtual character includes acquiring the target voice type of the target virtual character, acquiring the interception capability level of the target virtual character, and acquiring the noise level information of the target virtual character.

[0200] In an exemplary embodiment of the present disclosure, obtaining the interception capability level of the target virtual character includes obtaining target attribute information of the target virtual character, obtaining a mapping relationship between the target attribute information and the interception capability level, and searching for the interception capability level corresponding to the target attribute information from the mapping relationship.

[0201] In an exemplary embodiment of the present disclosure, obtaining the noise level information of the target virtual character includes obtaining a target voice intensity emitted by the target virtual character based on the target voice type, obtaining an intercepted noise threshold of the target virtual character based on the target voice type, comparing the target voice intensity with the intercepted noise threshold to obtain a comparison result, and determining the noise level information of the target virtual character based on the comparison result.

[0202] In an exemplary embodiment of the present disclosure, the method further includes determining the noise level information of the target virtual character when the target virtual character is not making a sound.

[0203] In an exemplary embodiment of the present disclosure, the sound parameter information includes a first sound type and a sound propagation distance, and the first sound type includes at least one of a first movement type, a first attack type, and a first preparation attack type.

[0204] In an exemplary embodiment of the present disclosure, the interception parameter information includes an interception capability level and noise level information, and the voice parameter information includes a first voice type and a voice propagation distance, and calculating the interception parameter information and the voice parameter information to obtain a voice interception result includes, when the noise level information indicates that the first virtual character has been intercepted, obtaining a first voice intensity based on the first voice type, obtaining an interception coefficient of the target virtual character based on the interception capability level, calculating the first voice intensity and the interception coefficient to obtain interception capability information, and comparing the interception capability information with the voice propagation distance to obtain a voice interception result.

[0205] In an exemplary embodiment of the present disclosure, the expression pattern is a model outline of the first virtual character.

[0206] In an exemplary embodiment of the present disclosure, the expression pattern is a graphic in which the model outline of the first virtual character is blurred.

[0207] In an exemplary embodiment of the present disclosure, determining a corresponding mapping position in the graphical user interface based on a first position at which the first virtual character is located in the game scene includes determining a corresponding mapping position in the graphical user interface of the first position based on the first position at which the first virtual character is located in the game scene and camera parameters of a virtual camera, where the virtual camera is used to photograph all or part of the game scene to obtain a game scene screen to be displayed in the graphical user interface.

[0208] In an exemplary embodiment of the present disclosure, displaying an expression pattern to indicate the first virtual character at the mapping location includes determining an invisible region of the first virtual character relative to the target virtual character based on the camera parameters, and displaying an expression pattern to indicate the invisible region of the first virtual character at the mapping location, wherein the invisible region includes a full or partial region of the first virtual character, and the partial region of the first virtual character includes one or more virtual body parts of the first virtual character.

[0209] In an exemplary embodiment of the present disclosure, the method further includes determining that an entire area of ​​the first virtual character is visible to the target virtual character based on the camera parameters, and not displaying an expression pattern to represent the first virtual character.

[0210] In an exemplary embodiment of the present disclosure, displaying an expression pattern to indicate the first virtual character at the mapping position includes blurring the first virtual character to obtain an expression pattern indicating the first virtual character, and displaying the expression pattern at the mapping position.

[0211] In an exemplary embodiment of the present disclosure, blurring the first virtual character to obtain an expression pattern indicative of the first virtual character includes performing an image cutout process on the first virtual character to obtain a first screen, and performing a Gaussian blur process on the first screen to obtain an expression pattern indicative of the first virtual character.

[0212] In an exemplary embodiment of the present disclosure, the intercept parameter information includes a target audio type, the audio parameter information includes a first audio type and an audio propagation distance, and Gaussian blurring the first screen to obtain an expression pattern indicating the first virtual character includes: Gaussian blurring the first screen based on the target audio type and / or the first audio type to obtain an expression pattern indicating the first virtual character, wherein blur parameters of the expression pattern are determined based on the target audio type and / or the first audio type, and the blur parameters include a size and / or a definition of the expression pattern; or Gaussian blurring the first screen based on the audio propagation distance to obtain an expression pattern indicating the first virtual character, wherein blur parameters of the expression pattern are determined based on the audio propagation distance, and the blur parameters include a size and / or a definition of the expression pattern.

[0213] In an exemplary embodiment of the present disclosure, displaying an expression pattern to indicate the first virtual character at the mapping position includes determining a display time of the expression pattern indicating the first virtual character based on the intercept parameter information and / or the audio parameter information, and displaying the expression pattern at the mapping position according to the display time.

[0214] In an exemplary embodiment of the present disclosure, the method further includes, in response to a change in the first position, updating the mapping position in real time and updating a display position of the expression pattern in the graphical user interface, so that the expression pattern reflects the change in position of the first virtual character in real time.

[0215] In an exemplary embodiment of the present disclosure, the audio parameter information includes an audio propagation distance, and the method further includes generating a tracking control including the audio propagation distance based on the audio interception result, and displaying the tracking control to indicate the first virtual character at the mapping position.

[0216] The details of the display control device 1500 for the above game are explained in detail in the display control method for the corresponding game, and therefore will not be explained here.

[0217] Although the above detailed description refers to several modules or units of the display control device 1500 in a game, such division is not mandatory. In fact, according to an embodiment of the present disclosure, the features and functions of two or more of the above-described modules or units may be embodied in a single module or unit. Conversely, the features and functions of a single module or unit may be further divided and embodied in multiple modules or units.

[0218] Furthermore, exemplary embodiments of the present disclosure provide an electronic device capable of implementing the above-described method.

[0219] An electronic device 1600 according to such an embodiment of the present disclosure will now be described with reference to Fig. 16. The electronic device 1600 shown in Fig. 16 is merely an example and does not impose any limitations on the functionality and scope of use of the embodiment of the present disclosure.

[0220] 16, electronic device 1600 is depicted as a general-purpose computing device. Components of electronic device 1600 may include, but are not limited to, at least one processing unit 1610, at least one storage unit 1620, a bus 1630 connecting different system components (including storage unit 1620 and processing unit 1610), and a display unit 1640.

[0221] The storage unit stores program code executable by the processing unit 1610 to perform steps according to various embodiments of the present disclosure as described in the "Example Methods" section of this specification, such as: A graphical user interface is provided on a target terminal device, and content displayed on the graphical user interface includes at least a game scene of the game, in whole or in part, wherein the game scene includes a target virtual character controlled and operated on the target terminal device and a first virtual character controlled and operated on another terminal device, and the method includes: Obtaining intercept parameter information of the target virtual character and obtaining voice parameter information of the first virtual character; Calculating the interception parameter information and the voice parameter information to obtain a voice interception result, wherein the voice interception result includes whether the voice of the first virtual character can be intercepted; If the audio of the first virtual character can be intercepted, determining a corresponding mapping position in the graphical user interface based on a first position at which the first virtual character is located within the game scene; and displaying an expression pattern to represent the first virtual character at the mapping position.

[0222] Optionally, said intercept parameter information comprises target audio type, intercept capability level and noise level information; acquiring intercepted parameter information of the target virtual character, obtaining the target voice type of the target virtual character; obtaining the interception capability level of the target virtual character; and obtaining the noise level information of the target virtual character.

[0223] Optionally, obtaining the interception capability level of the target virtual character comprises: Acquiring target attribute information of the target virtual character and obtaining a mapping relationship between the target attribute information and the interception capability level; and searching the mapping relationship for the interception capability level corresponding to the target attribute information.

[0224] Optionally, obtaining the noise level information of the target virtual character comprises: obtaining a target voice intensity emitted by the target virtual character based on the target voice type; and obtaining an intercept noise threshold of the target virtual character based on the target voice type. The method includes comparing the target sound intensity with the intercepted noise threshold to obtain a comparison result, and determining the noise level information of the target virtual character based on the comparison result.

[0225] Optionally, the method further comprises: If the target virtual character is not making a sound, determining the noise level information of the target virtual character.

[0226] Optionally, the sound parameter information comprises a first sound type and a sound propagation distance, and the first sound type comprises at least one of a first movement type, a first attack type and a first preparation attack type.

[0227] Optionally, the interception parameter information includes an interception capability level and a noise level information, and the voice parameter information includes a first voice type and a voice propagation distance; Calculating the intercept parameter information and the voice parameter information to obtain a voice intercept result includes: If the noise level information indicates that the first virtual character has been overheard, obtaining a first sound intensity based on the first sound type; Obtaining an interception coefficient of the target virtual character based on the interception capability level, and calculating the first sound intensity and the interception coefficient to obtain interception capability information; The method includes comparing the interception capability information with the sound propagation distance to obtain a sound interception result.

[0228] Optionally, said expression pattern is a model outline of said first virtual character.

[0229] Optionally, the expression pattern is a graphic in which the model outline of the first virtual character is blurred.

[0230] Optionally, determining, based on a first position at which the first virtual character is located in the game scene, a corresponding mapping position in the graphical user interface, comprises: The method includes determining a corresponding mapping position in the graphical user interface of a first position where the first virtual character is located in the game scene based on camera parameters of a virtual camera, wherein the virtual camera is used to photograph all or part of the game scene to obtain a game scene screen to be displayed in the graphical user interface.

[0231] Optionally, displaying an expression pattern to indicate the first virtual character at the mapping position comprises: determining an invisible region of the first virtual character relative to the target virtual character based on the camera parameters; and displaying an expression pattern at the mapping position to indicate the invisible region of the first virtual character, wherein the invisible region includes all or a portion of the first virtual character, and the portion of the first virtual character's region includes one or more virtual body parts of the first virtual character.

[0232] Optionally, the method further comprises: determining that all areas of the first virtual character are visible to the target virtual character based on the camera parameters, and not displaying an expression pattern to represent the first virtual character.

[0233] Optionally, displaying an expression pattern to indicate the first virtual character at the mapping position comprises: The method includes blurring the first virtual character to obtain an expression pattern representing the first virtual character, and displaying the expression pattern at the mapping position.

[0234] Optionally, blurring the first virtual character to obtain an expression pattern indicative of the first virtual character includes: performing an image cutout process on the first virtual character to obtain a first image; and Gaussian blurring the first screen to obtain an expression pattern indicative of the first virtual character.

[0235] Optionally, the intercept parameter information includes a target sound type, and the sound parameter information includes a first sound type and a sound propagation distance; Gaussian blurring the first screen to obtain an expression pattern indicative of the first virtual character includes: Gaussian blurring the first screen based on the target voice type and / or the first voice type to obtain an expression pattern representing the first virtual character, wherein blur parameters of the expression pattern are determined based on the target voice type and / or the first voice type, and the blur parameters include a size and / or a definition of the expression pattern; or Based on the sound propagation distance, Gaussian blurring is performed on the first screen to obtain an expression pattern showing the first virtual character, and blur parameters of the expression pattern are determined based on the sound propagation distance, and the blur parameters include a size and / or a definition of the expression pattern.

[0236] Optionally, displaying an expression pattern to indicate the first virtual character at the mapping position comprises: determining a display time of an expression pattern representing the first virtual character based on the intercepted parameter information and / or the voice parameter information; and displaying the expression pattern at the mapping position according to the display time.

[0237] Optionally, the method further comprises: and updating the mapping position in real time in response to a change in the first position and updating a display position of the expression pattern in the graphical user interface, so that the expression pattern reflects the change in position of the first virtual character in real time.

[0238] Optionally, said sound parameter information comprises sound propagation distance; The method further comprises: generating a tracking control including the sound propagation distance based on the sound intercept result; and displaying the tracking control to show the first virtual character at the mapping position.

[0239] As described above, the intercepted parameter information of the target virtual character and the audio parameter information of the first virtual character are obtained as the data basis for the rendering expression pattern, enriching the data dimension of the rendering expression pattern, improving the dynamics and real-timeness of the expression pattern rendering, and improving the accuracy of audio source location, providing more realistic auditory and visual effects. Furthermore, the expression pattern of the first virtual character is rendered and displayed based on the audio intercepted results, and the first virtual character is blurred to accurately depict the first virtual character's location direction while balancing the direction in which the first virtual character is excessively exposed, thereby achieving a directional effect of tracking and marking the first virtual character in real time. Rendering and displaying the expression patterns of multiple first virtual characters simultaneously further solves the problem of not being able to track multiple audio sources in the same direction, making it easier for players to grasp the number of first virtual characters, optimizing the player's game experience.

[0240] The storage unit 1620 may include readable media in the form of a volatile storage unit, such as a random access storage unit (RAM) 1621 and / or a cache storage unit 1622, and may also include a read-only storage unit (ROM) 1623.

[0241] The storage unit 1620 may also include, but is not limited to, programs / utilities 1624 having a set (at least one) of program modules 1625, including an operating system, one or more applications, other program modules, and program data, each of which, or some combination thereof, may include the implementation of a network environment.

[0242] Bus 1630 may represent one or more of several classes of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphical acceleration port, a processing unit, or a local bus using any of a number of bus structures.

[0243] The electronic device 1600 may also communicate with one or more external devices 1800, such as a keyboard, pointing device, Bluetooth device, one or more devices that allow a user to interact with the electronic device 1600, and / or any device (e.g., router, modem, etc.) that allows the electronic device 1600 to communicate with one or more other computing devices. This communication may occur via an input / output (I / O) interface 1650. Additionally, the electronic device 1600 may communicate with one or more networks, such as a local area network (LAN), a wide area network (WAN), and / or the Internet, via a network adapter 1660. As shown, the network adapter 1660 communicates with other modules of the electronic device 1600 via a bus 1630. Although not shown, it should be understood that other hardware and / or software modules may be used in combination with the electronic device 1600, including, but not limited to, microcode, device drives, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, etc.

[0244] From the above description of the embodiments, it is easy for those skilled in the art to understand that the exemplary embodiments described herein can be realized by software, or by combining necessary hardware and software. Therefore, the technical aspects according to the embodiments of the present disclosure may be embodied in the form of a software product that may be stored in a non-volatile storage medium (which may be a CD-ROM, a USB disk, a mobile hard disk, etc.) and includes several instructions for performing the method according to the embodiments of the present disclosure.

[0245] In exemplary embodiments of the present disclosure, a computer-readable storage medium having stored thereon a program product capable of implementing the methods described herein is also provided. In some possible embodiments, various aspects of the present disclosure, when executed on a terminal device, cause the terminal device to perform steps in accordance with various exemplary embodiments of the present disclosure described in the "Exemplary Methods" section above of this specification, such as: A graphical user interface is provided on a target terminal device, and content displayed on the graphical user interface includes at least a game scene of the game, in whole or in part, wherein the game scene includes a target virtual character controlled and operated on the target terminal device and a first virtual character controlled and operated on another terminal device, and the method includes: Obtaining intercept parameter information of the target virtual character and obtaining voice parameter information of the first virtual character; Calculating the interception parameter information and the voice parameter information to obtain a voice interception result, wherein the voice interception result includes whether the voice of the first virtual character can be intercepted; If the audio of the first virtual character can be intercepted, determining a corresponding mapping position in the graphical user interface based on a first position at which the first virtual character is located within the game scene; and displaying an expression pattern to represent the first virtual character at the mapping position.

[0246] Optionally, said intercept parameter information comprises target audio type, intercept capability level and noise level information; acquiring intercepted parameter information of the target virtual character, obtaining the target voice type of the target virtual character; obtaining the interception capability level of the target virtual character; and obtaining the noise level information of the target virtual character.

[0247] Optionally, obtaining the interception capability level of the target virtual character comprises: Acquiring target attribute information of the target virtual character and obtaining a mapping relationship between the target attribute information and the interception capability level; and searching the mapping relationship for the interception capability level corresponding to the target attribute information.

[0248] Optionally, obtaining the noise level information of the target virtual character comprises: obtaining a target voice intensity emitted by the target virtual character based on the target voice type; and obtaining an intercept noise threshold of the target virtual character based on the target voice type. The method includes comparing the target sound intensity with the intercepted noise threshold to obtain a comparison result, and determining the noise level information of the target virtual character based on the comparison result.

[0249] Optionally, the method further comprises: If the target virtual character is not making a sound, determining the noise level information of the target virtual character.

[0250] Optionally, the sound parameter information comprises a first sound type and a sound propagation distance, and the first sound type comprises at least one of a first movement type, a first attack type and a first preparation attack type.

[0251] Optionally, the interception parameter information includes an interception capability level and a noise level information, and the voice parameter information includes a first voice type and a voice propagation distance; Calculating the intercept parameter information and the voice parameter information to obtain a voice intercept result includes: If the noise level information indicates that the first virtual character has been overheard, obtaining a first sound intensity based on the first sound type; Obtaining an interception coefficient of the target virtual character based on the interception capability level, and calculating the first sound intensity and the interception coefficient to obtain interception capability information; The method includes comparing the interception capability information with the sound propagation distance to obtain a sound interception result.

[0252] Optionally, said expression pattern is a model outline of said first virtual character.

[0253] Optionally, the expression pattern is a graphic in which the model outline of the first virtual character is blurred.

[0254] Optionally, determining, based on a first position at which the first virtual character is located in the game scene, a corresponding mapping position in the graphical user interface, comprises: The method includes determining a corresponding mapping position in the graphical user interface of a first position where the first virtual character is located in the game scene based on camera parameters of a virtual camera, wherein the virtual camera is used to photograph all or part of the game scene to obtain a game scene screen to be displayed in the graphical user interface.

[0255] Optionally, displaying an expression pattern to indicate the first virtual character at the mapping position comprises: determining an invisible region of the first virtual character relative to the target virtual character based on the camera parameters; and displaying an expression pattern at the mapping position to indicate the invisible region of the first virtual character, wherein the invisible region includes all or a portion of the first virtual character, and the portion of the first virtual character's region includes one or more virtual body parts of the first virtual character.

[0256] Optionally, the method further comprises: determining that all areas of the first virtual character are visible to the target virtual character based on the camera parameters, and not displaying an expression pattern to represent the first virtual character.

[0257] Optionally, displaying an expression pattern to indicate the first virtual character at the mapping position comprises: The method includes blurring the first virtual character to obtain an expression pattern representing the first virtual character, and displaying the expression pattern at the mapping position.

[0258] Optionally, blurring the first virtual character to obtain an expression pattern indicative of the first virtual character includes: performing an image cutout process on the first virtual character to obtain a first image; and Gaussian blurring the first screen to obtain an expression pattern indicative of the first virtual character.

[0259] Optionally, the intercept parameter information includes a target sound type, and the sound parameter information includes a first sound type and a sound propagation distance; Gaussian blurring the first screen to obtain an expression pattern indicative of the first virtual character includes: Gaussian blurring the first screen based on the target voice type and / or the first voice type to obtain an expression pattern representing the first virtual character, wherein blur parameters of the expression pattern are determined based on the target voice type and / or the first voice type, and the blur parameters include a size and / or a definition of the expression pattern; or Based on the sound propagation distance, Gaussian blurring is performed on the first screen to obtain an expression pattern showing the first virtual character, and blur parameters of the expression pattern are determined based on the sound propagation distance, and the blur parameters include a size and / or a definition of the expression pattern.

[0260] Optionally, displaying an expression pattern to indicate the first virtual character at the mapping position comprises: determining a display time of an expression pattern representing the first virtual character based on the intercepted parameter information and / or the voice parameter information; and displaying the expression pattern at the mapping position according to the display time.

[0261] Optionally, the method further comprises: and updating the mapping position in real time in response to a change in the first position and updating a display position of the expression pattern in the graphical user interface, so that the expression pattern reflects the change in position of the first virtual character in real time.

[0262] Optionally, said sound parameter information comprises sound propagation distance; The method further comprises: generating a tracking control including the sound propagation distance based on the sound intercept result; and displaying the tracking control to show the first virtual character at the mapping position.

[0263] As described above, the intercepted parameter information of the target virtual character and the audio parameter information of the first virtual character are obtained as the data basis for the rendering expression pattern, enriching the data dimension of the rendering expression pattern, improving the dynamics and real-timeness of the expression pattern rendering, and improving the accuracy of audio source location, providing more realistic auditory and visual effects. Furthermore, the expression pattern of the first virtual character is rendered and displayed based on the audio intercepted results, and the first virtual character is blurred to accurately depict the first virtual character's location direction while balancing the direction in which the first virtual character is excessively exposed, thereby achieving a directional effect of tracking and marking the first virtual character in real time. Rendering and displaying the expression patterns of multiple first virtual characters simultaneously further solves the problem of not being able to track multiple audio sources in the same direction, making it easier for players to grasp the number of first virtual characters, optimizing the player's game experience.

[0264] 17, a program product 1700 for implementing the above-described method according to an embodiment of the present disclosure uses a portable compact disc read-only memory (CD-ROM), contains program code, and is described as a program product 1700 that can run on a terminal device such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this file, a readable storage medium may be any tangible medium that contains or stores a program that can direct the execution of, or be used in conjunction with, a system, apparatus, or device.

[0265] A program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (non-limiting list) of readable storage media include an electrical connection, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.

[0266] A computer-readable signal medium may include a propagated data signal, either contained in baseband or as part of a carrier wave, carrying readable program code. Such a propagated data signal may take various forms, including, but not limited to, an electromagnetic signal, an optical signal, or any suitable combination of the foregoing. A readable signal medium may be any readable medium other than a readable storage medium that can transmit, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device.

[0267] The program code contained in the readable medium may be transmitted over any suitable medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the above.

[0268] Program code for carrying out the operations of the present disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages, e.g., Java, C++, etc., as well as conventional procedural programming languages ​​such as "C," or similar programming languages. The program code can execute entirely on the user computing device, partially on the user device, as a separate package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. When referring to a remote computing device, the remote computing device can be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., connected via the Internet using an Internet Service Provider).

[0269] Other embodiments of the present disclosure will be apparent to those skilled in the art after consideration and practice of the specification and disclosure herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure.

Claims

1. A display control method for a game, comprising: providing a graphical user interface on a target terminal device; content displayed on the graphical user interface including at least a whole or part of a game scene of the game; and the game scene including a target virtual character controlled and operated on the target terminal device and a first virtual character controlled and operated on another terminal device, acquiring intercepted parameter information of the target virtual character and acquiring voice parameter information of the first virtual character; calculating the interception parameter information and the voice parameter information to obtain a voice interception result, the voice interception result including whether the voice of the first virtual character can be intercepted; If audio of the first virtual character can be intercepted, determining a corresponding mapping position in the graphical user interface based on a first position at which the first virtual character is located within the game scene; displaying an expression pattern representing the first virtual character at the mapping position; The intercept parameter information includes target voice type, intercept capability level, and noise level information; acquiring intercepted parameter information of the target virtual character, obtaining the target voice type of the target virtual character; obtaining the interception capability level of the target virtual character; obtaining the noise level information of the target virtual character; Obtaining the noise level information of the target virtual character includes: obtaining a target voice intensity emitted by the target virtual character based on the target voice type; and obtaining an intercept noise threshold of the target virtual character based on the target voice type. comparing the target sound intensity with the intercepted noise threshold to obtain a comparison result; and determining the noise level information of the target virtual character based on the comparison result. A display control method for a game.

2. Obtaining the interception capability level of the target virtual character includes: Acquiring target attribute information of the target virtual character and obtaining a mapping relationship between the target attribute information and the interception capability level; and searching the mapping relationship for the interception capability level corresponding to the target attribute information.

2. The display control method for a game according to claim 1.

3. The sound parameter information includes a first sound type and a sound propagation distance, and the first sound type includes at least one of a first movement type, a first attack type, and a first preparatory attack type.

2. The display control method for a game according to claim 1.

4. the sound parameter information includes a first sound type and a sound propagation distance; Calculating the intercept parameter information and the voice parameter information to obtain a voice intercept result includes: If the noise level information indicates that the first virtual character has been overheard, obtaining a first sound intensity based on the first sound type; obtaining an interception coefficient of the target virtual character based on the interception capability level, and calculating the first sound intensity and the interception coefficient to obtain interception capability information; and comparing the interception capability information with the sound propagation distance to obtain a sound interception result.

2. The display control method for a game according to claim 1.

5. The expression pattern is a model outline of the first virtual character.

2. The display control method for a game according to claim 1.

6. The expression pattern is a graphic in which the model outline of the first virtual character is blurred.

2. The display control method for a game according to claim 1.

7. determining a corresponding mapping position in the graphical user interface based on a first position at which the first virtual character is located in the game scene; determining a corresponding mapping position in the graphical user interface of the first position based on a first position at which the first virtual character is located in the game scene and camera parameters of a virtual camera, the virtual camera being used to capture all or part of the game scene to acquire a game scene screen to be displayed in the graphical user interface; 2. The display control method for a game according to claim 1.

8. Displaying an expression pattern to indicate the first virtual character at the mapping position includes: determining an invisible region of the first virtual character relative to the target virtual character based on the camera parameters; and displaying an expression pattern to indicate the invisible region of the first virtual character at the mapping position, wherein the invisible region includes a whole or partial region of the first virtual character, and the partial region of the first virtual character includes one or more virtual body parts of the first virtual character.

8. The display control method for a game according to claim 7.

9. The method further comprises: determining that all areas of the first virtual character are visible to the target virtual character based on the camera parameters and not displaying an expression pattern to represent the first virtual character.

9. The display control method for a game according to claim 8.

10. Displaying an expression pattern to indicate the first virtual character at the mapping position includes: blurring the first virtual character to obtain an expression pattern representing the first virtual character, and displaying the expression pattern at the mapping position.

2. The display control method for a game according to claim 1.

11. blurring the first fictional character to obtain an expression pattern representing the first fictional character; performing an image cutout process on the first virtual character to obtain a first screen; and Gaussian blurring the first screen to obtain an expression pattern indicative of the first virtual character.

11. The display control method for a game according to claim 10.

12. the voice parameter information includes a first voice type; Gaussian blurring the first screen to obtain an expression pattern indicative of the first virtual character includes: Gaussian blurring of the first screen is performed based on the target voice type and / or the first voice type to obtain an expression pattern showing the first virtual character, and blur parameters of the expression pattern are determined based on the target voice type and / or the first voice type, and the blur parameters include a size and / or a definition of the expression pattern.

12. The display control method for a game according to claim 11.

13. and performing Gaussian blurring on the first screen based on a sound propagation distance to obtain an expression pattern showing the first virtual character, wherein blur parameters of the expression pattern are determined based on the sound propagation distance, and the blur parameters include a size and / or a definition of the expression pattern.

12. The display control method for a game according to claim 11.

14. Displaying an expression pattern to indicate the first virtual character at the mapping position includes: determining a display time of an expression pattern representing the first virtual character based on the intercepted parameter information and / or the voice parameter information; and displaying the expression pattern at the mapping position according to the display time.

2. The display control method for a game according to claim 1.

15. The method further comprises: and updating the mapping position in real time in response to a change in the first position and updating a display position of the expression pattern in the graphical user interface so that the expression pattern reflects the change in position of the first virtual character in real time.

2. The display control method for a game according to claim 1.

16. the sound parameter information includes a sound propagation distance; The method further comprises: generating a tracking control including the sound propagation distance based on the sound intercept result; displaying the tracking control to show the first virtual character at the mapping position.

2. The display control method for a game according to claim 1.

17. A display control device for a game, which provides a graphical user interface on a target terminal device, and content displayed on the graphical user interface includes at least a whole or part of a game scene of the game, and the game scene includes a target virtual character controlled and operated on the target terminal device and a first virtual character controlled and operated on another terminal device, The display control device in the game includes an information acquisition module, an information calculation module, a position determination module, and a graphic display module; The information acquisition module is configured to acquire intercepted parameter information of the target virtual character and acquire voice parameter information of the first virtual character; The information calculation module is configured to calculate the interception parameter information and the voice parameter information to obtain a voice interception result, wherein the voice interception result includes whether the voice of the first virtual character can be intercepted; the position determination module is configured to, when audio of the first virtual character can be intercepted, determine a corresponding mapping position in the graphical user interface based on a first position at which the first virtual character is located in the game scene; the graphic display module is configured to display an expression pattern to represent the first virtual character at the mapping position; The intercept parameter information includes target voice type, intercept capability level, and noise level information; acquiring intercepted parameter information of the target virtual character, obtaining the target voice type of the target virtual character; obtaining the interception capability level of the target virtual character; obtaining the noise level information of the target virtual character; Obtaining the noise level information of the target virtual character includes: obtaining a target voice intensity emitted by the target virtual character based on the target voice type; and obtaining an intercept noise threshold of the target virtual character based on the target voice type. comparing the target sound intensity with the intercepted noise threshold to obtain a comparison result; and determining the noise level information of the target virtual character based on the comparison result. A display control device for a game.

18. A computer program is stored which, when executed by a processor, realizes the display control method for a game according to any one of claims 1 to 16. A computer-readable storage medium comprising:

19. An electronic device including a processor and a memory, the memory stores executable instructions for the processor; The processor executes the executable instructions to perform the game display control method according to any one of claims 1 to 16. An electronic device characterized by:

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