Method, apparatus, computer device, and computer program for presenting audio in a virtual world

The voice prompt system in virtual worlds uses visual indicators to convey sound source orientation, addressing the limitations of minimap displays and improving user interaction in virtual environments.

JP7807156B2Active Publication Date: 2026-01-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2023571572
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-08-05
Filing Date
2022-06-30
Publication Date
2026-01-27
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Existing virtual world environments, such as game programs, limit the ability to accurately determine the location of sound sources due to the restricted display area of minimap controls, making it difficult for users to engage in deeper interactions.

Method used

A method and apparatus that utilize a voice prompt system to indicate the horizontal and vertical orientation of sound sources through a visual audio indicator on the viewpoint screen, using compass information and azimuth scales to provide spatial location without relying on minimap displays.

Benefits of technology

Enables users to accurately determine the spatial location of sound sources visually, enhancing engagement in virtual worlds even in auditory-limited scenarios, providing sufficient spatial information without the need for sound output.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A method, apparatus, device and storage medium for voice prompts in a virtual world are provided. The voice prompt method includes the steps of: displaying a viewpoint screen of a first virtual character, where compass information is displayed on the viewpoint screen, and the compass information includes a direction scale sequence (202); controlling the first virtual character to act in the virtual world (204); and displaying a first voice indicator based on a first direction scale in the compass information when a first sound source exists in the surrounding environment of the first virtual character during the process of the first virtual character acting in the virtual world (206), where the first voice indicator is for indicating a horizontal direction and a vertical direction corresponding to the first sound source. The voice prompt method employs only the first voice indicator corresponding to the direction scale sequence in the compass information to present a voice, and different visual expressions can be superimposed on the same voice indicator to indicate various kinds of voice information at the same time.
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Description

[Technical Field]

[0001] This application was filed with the China Patent Office on August 5, 2021, with application number 202110898406.6, and is entitled "Voice in Virtual Worlds." presentation This application claims priority from Chinese patent application No. 2006 / 0109994 entitled "Method, Apparatus, Device and Storage Medium," the entire contents of which are incorporated herein by reference.

[0002] The embodiments of the present application relate to the field of human-machine interaction, and in particular to voice interaction in virtual worlds. Suggestion (hereinafter also referred to as "prompt") The present invention relates to a method, an apparatus, a computer device and a computer program. [Background technology]

[0003] Users can compete by controlling game characters in the game program. The game program provides a virtual world, and the game characters are virtual characters that exist in the virtual world.

[0004] A game screen and a minimap control are displayed on the device. The game screen is a screen that shows the virtual world from the viewpoint of the current game character, and the minimap control is a control for displaying an overhead map of the virtual world. If other game characters are present around the current game character and make sounds in the virtual world, an audio icon is displayed on the minimap control, and sounds such as gunshots, footsteps, and mufflers are presented in the minimap space in accordance with the audio icon. For example, if an audio icon is displayed at point A on the minimap control and the audio icon is a pair of footprints, it indicates that another game character is walking to the position in the virtual world corresponding to point A on the minimap control.

[0005] Due to the limited display area of ​​the minimap control, the above audio icon cannot provide the specific location of the sound source in the virtual world, and the useful information it can provide is limited. It is difficult for users to conveniently and quickly determine the location of the sound source from the audio icon presentation, which is disadvantageous for game characters to engage in deeper competition in the virtual world. Summary of the Invention [Problem to be solved by the invention]

[0006] The present application provides a method, apparatus, computer device and computer program for voice prompts in a virtual world, which can simultaneously indicate the horizontal and vertical orientation of a sound source in a virtual world with a voice indicator. [Means for solving the problem]

[0007] According to one aspect of the present application, there is provided a method for voice prompts in a virtual world, comprising: a step of displaying a viewpoint screen of a first virtual character, wherein compass information is displayed on the viewpoint screen, the compass information including a sequence of compass scales, the compass scales in the sequence of compass scales being for indicating a horizontal direction in which the first virtual character is facing in the virtual world; controlling the first virtual character to act in the virtual world; and a step of displaying a first audio indicator based on a first azimuth scale in the azimuth scale sequence when a first sound source is present in the surrounding environment of the first virtual character while the first virtual character is operating in the virtual world, the first audio indicator being for indicating horizontal and vertical azimuths corresponding to the first sound source.

[0008] According to another aspect of the present application, there is provided an audio prompt device in a virtual world, comprising: a display module for displaying a viewpoint screen of a first virtual character, the display module displaying compass information on the viewpoint screen, the compass information including a sequence of azimuth scales, the azimuth scales in the sequence of azimuth scales for indicating a horizontal direction in which the first virtual character is facing in the virtual world; a control module for controlling the first virtual character to act in the virtual world; The display module further displays a first audio indicator based on a first azimuth scale in the azimuth scale sequence when a first sound source is present in the surrounding environment of the first virtual character during the course of the first virtual character's activity in the virtual world, the first audio indicator being for indicating horizontal and vertical orientations corresponding to the first sound source.

[0009] According to another aspect of the present application, there is provided a computer device including a processor and a memory, wherein at least one program is stored in the memory, and wherein the at least one program is loaded and executed by the processor to implement the voice prompt method in a virtual world described in the above aspect.

[0010] According to another aspect of the present application, there is provided a computer-readable storage medium having at least one program stored therein, the at least one program being loaded and executed by a processor to implement the voice prompt method in a virtual world described in the above aspect.

[0011] According to another aspect of the present application, there is provided a computer program which, when executed, causes the processor to implement the method for voice prompts in a virtual world according to the above aspect. [Effects of the Invention]

[0012] The beneficial effects brought by the technical solution provided by this application include at least the following:

[0013] When a first sound source is present in the surrounding environment of a first virtual character, compass information is displayed on the viewpoint screen where the first virtual character is present. The compass information includes a directional scale sequence, so that a first audio indicator can be displayed based on a first directional scale in the directional scale sequence, and the first audio indicator can simultaneously indicate the horizontal and vertical directions corresponding to the first sound source. This allows the user to accurately determine the specific spatial location of the first sound source using only the visual representation. Even in an auditory-limited scene where there is no need to play sound through a speaker or use earphones, sufficiently effective spatial information can be obtained for the sound source, which is advantageous for the first virtual character to engage in deeper confrontation in the virtual world. [Brief explanation of the drawings]

[0014] In order to more clearly explain the technical solutions in the embodiments of the present application, the following briefly introduces the drawings necessary for describing the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application, and those skilled in the art can obtain other drawings based on these drawings without any creative work. [Figure 1] FIG. 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application. [Figure 2] 1 is a flowchart of a method for voice prompts in a virtual world provided by an exemplary embodiment of the present application. [Figure 3] FIG. 2 is a schematic interface diagram of a virtual environment screen provided by an exemplary embodiment of the present application. [Figure 4] 1 is a schematic diagram of three types of vertical voice prompts provided by an exemplary embodiment of the present application; [Figure 5] 1 is a flowchart of a method for voice prompts in a virtual world provided by an exemplary embodiment of the present application. [Figure 6] FIG. 1 is a schematic diagram of an interface for presenting an upper voice provided by an exemplary embodiment of the present application; [Figure 7] 1 is a schematic diagram of an interface presenting two types of audio provided by an exemplary embodiment of the present application; [Figure 8] FIG. 1 is a schematic diagram of an interface for presenting audio in an icon style provided by an exemplary embodiment of the present application. [Figure 9] FIG. 1 is a schematic diagram of presenting sound at different distances provided by an exemplary embodiment of the present application; [Figure 10] FIG. 10 is an interface schematic diagram of a second audio indicator provided by an exemplary embodiment of the present application; [Figure 11] FIG. 1 is a schematic diagram of vertical audio confirmation provided by an exemplary embodiment of the present application; [Figure 12] FIG. 10 is a diagram illustrating the impact of helmet headphones on audio prompts provided by an exemplary embodiment of the present application. [Figure 13] 1 is a diagram illustrating the effect of a muffler on a voice prompt provided by an exemplary embodiment of the present application; [Figure 14] 10 is a diagram illustrating the effect of stepping materials on audio prompts provided by an exemplary embodiment of the present application. [Figure 15] FIG. 1 is a layout diagram of different voice type influence coefficients provided by an exemplary embodiment of the present application; [Figure 16] FIG. 1 is a layout diagram of different firearm type parameters provided by an exemplary embodiment of the present application. [Figure 17] FIG. 1 is a diagram illustrating a configuration of general configuration parameters for presenting audio provided by an exemplary embodiment of the present application. [Figure 18] 1 is a flowchart of a method for voice prompts in a virtual world provided by an exemplary embodiment of the present application. [Figure 19] FIG. 2 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application; [Figure 20]FIG. 2 is a structural schematic diagram of a server provided by an exemplary embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION

[0015] To make the objectives, technical solutions and advantages of the present application clearer, the following will describe in more detail the embodiments of the present application with reference to the accompanying drawings.

[0016] First, the terms used in the examples of this application will be introduced.

[0017] Shooting games: Includes all games that use long-distance attacks using thermal or cold-weapon ranged weapons. Examples include first-person shooting games (FPS) and third-person shooting games (TPS). Optionally, a first-person shooting game is a shooting game played from the player's primary perspective, where the player experiences the visual impact of the game from a primary perspective, rather than controlling a virtual character displayed on a screen as in other game types. The difference between third-person shooting games and first-person shooting games is that in first-person shooting games, only the main character's field of view is displayed on the screen, while in third-person shooting games, the player-controlled game character is displayed on the game screen, enhancing the sense of action.

[0018] Virtual world: A virtual world that is displayed (or provided) when an application program is executed on a terminal. The virtual world may be a three-dimensional virtual world or a two-dimensional virtual world. The three-dimensional virtual world may be a simulation environment of the real world, a semi-simulated, semi-fictional environment, or a purely fictional environment. The following embodiment will be described using, but not limited to, the virtual world as a three-dimensional virtual world. Optionally, the virtual world is also used for a virtual scene battle between at least two virtual characters. Optionally, the virtual scene is also used for a battle between at least two virtual characters using virtual firearms.

[0019] Virtual character: refers to a movable object in a virtual world. The movable object may be a simulated human character or an animated human character in the virtual world. Optionally, if the virtual world is a three-dimensional virtual environment, the virtual object is a 3D solid model constructed based on animation bone technology. Each virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene. In the embodiment of the present application, the virtual character may be an individual that can independently emit different sounds in the virtual world, including a first virtual character, a second virtual character, etc., each representing an independent individual that emits a different sound. The individual that emits the sound is the sound source.

[0020] Audio indicator: A visual control for indicating audio information in a virtual world, the visual control having one or more types of visual representations, each visual representation being used to represent one type of audio information, the type of audio information including at least one of horizontal orientation, vertical orientation, audio type, audio size, audio distance, and operating frequency of the sound source.

[0021] Visual representation of audio indicator: refers to the display effect that is displayed on the audio indicator and that is visually perceived by the user. Each visual representation includes one or more combinations of shape, pattern, color, texture, character, animation effect, display start time, display duration, and blanking time. There are differences between different types of visual representation. Optionally, visual representations of different dimensions can be simultaneously superimposed on the same audio indicator to present different information.

[0022] 1 shows a structural schematic diagram of a computer system provided by an exemplary embodiment of the present application. The computer system 100 includes a first terminal 120, a server cluster 140, and a second terminal 160.

[0023] The first terminal 120 installs and executes a game program supporting a virtual environment. The game program may be a first-person shooter game, a third-person shooter game, or the like. The first terminal 120 may be a terminal used by a first user. The first user uses the first terminal 120 to cause a first virtual character located in the virtual world to perform actions. The actions include, but are not limited to, at least one of sprinting, crawling, crouch walking, walking quietly, crawling quietly, crouch walking quietly, firing a single shot, firing a multiple shot, a non-player character (NPC) screaming, rubbing grass, screaming when injured, screaming when dying, exploding, and walking. Illustratively, the first virtual character is a first virtual person.

[0024] The first terminal 120 connects to the server cluster 140 via a wireless or wired network.

[0025] The server cluster 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster 140 provides background services to application programs supporting the virtual environment. Optionally, the server cluster 140 handles primary computing tasks, and the first terminal 120 and the second terminal 160 handle secondary computing tasks. Alternatively, the server cluster 140 handles secondary computing tasks, and the first terminal 120 and the second terminal 160 handle primary computing tasks. Alternatively, a distributed computing architecture is employed among the server cluster 140, the first terminal 120, and the second terminal 160 to perform collaborative computing.

[0026] The second terminal 160 installs and executes a game program supporting a virtual environment. The game program may be a first-person shooter game, a third-person shooter game, or the like. The second terminal 160 may be a terminal used by a second user. The second user uses the second terminal 160 to control a second virtual character located in the virtual world. The activities include, but are not limited to, at least one of sprinting, crawling, crouch walking, walking quietly, crawling quietly, crouch walking quietly, firing a single shot, firing a multiple shot, NPC shouting, rubbing grass, shouting when injured, shouting when dying, explosions, and walking. Exemplarily, the second virtual character is a second virtual person. The first virtual character and the second virtual character may belong to the same team or organization, or may have a friendship or temporary communication privileges.

[0027] Optionally, the application programs installed on the first terminal 120 and the second terminal 160 are the same or the same type of application programs on different platforms. The first terminal 120 may broadly and generally refer to one of multiple terminals, and the second terminal 160 may broadly and generally refer to one of multiple terminals. In this embodiment, only the first terminal 120 and the second terminal 160 are described as examples.

[0028] The first terminal 120 and the second terminal 160 may be desktop devices or mobile devices. If the first terminal 120 and the second terminal 160 are mobile devices, the first terminal 120 and the second terminal 160 may be the same or different mobile device types. Such mobile devices include, but are not limited to, smartphones, tablet computers, and all portable electronic devices.

[0029] 2 shows a flowchart of a method for voice prompts in a virtual world provided by an exemplary embodiment of the present application. The method is performed by the first terminal 120 or the second terminal 160 shown in FIG. 1, and the first terminal 120 or the second terminal 160 can be collectively referred to as a terminal. The method includes the following steps:

[0030] Step 202: Display a view screen of a first virtual character, and display compass information on the view screen, the compass information including a compass scale sequence. The compass information (or compass control) is used to indicate each horizontal direction in which the first virtual character is facing in the virtual world, with the first virtual character's feet in the virtual world as a reference point. Illustratively, the horizontal directions are expressed in longitudes in the virtual world, such as 20 degrees east longitude, 160 degrees west longitude, etc.

[0031] As shown in FIG. 3 , the viewpoint screen displays a first virtual character 10, a movement wheel 12, skill buttons 14, and compass information 16. The first virtual character 10 may be any movable object in the virtual world, such as a soldier. The movement wheel 12 controls the movement of the first virtual character 10 in the virtual world. The skill buttons 14 control the release of skills or the use of items by the first virtual character 10 in the virtual world. The compass information 16 displays a compass scale sequence. The compass scale sequence may be a sequence of multiple compass scales, and the compass scales in the compass scale sequence are used to indicate the horizontal direction in which the first virtual character is facing in the virtual world. In FIG. 3 , the compass scale sequence includes seven compass scales: 165 degrees, south, 195 degrees, 215 degrees, southwest, 240 degrees, and 255 degrees. The 215 degree bearing scale is used to indicate the horizontal bearing directly in front of the first virtual character 10 .

[0032] Step 204: Control a first virtual character to act in a virtual world.

[0033] In an embodiment of the present application, a user controls a first virtual character to perform actions in a virtual world. The actions here may include various forms of actions, such as movement, skill activation, and item use. Different actions may have different control methods. For example, a user may control the first virtual character 10 to move using a movement wheel 12, or may control the first virtual character to activate a skill or use an item by pressing one or more preset skill buttons 14. A user may control the first virtual character using signals generated by long-pressing, clicking, double-clicking, and / or sliding on a touchscreen.

[0034] Step 206: During the process of the first virtual character operating in the virtual world, when a first sound source exists in the surrounding environment of the first virtual character, a first audio indicator is displayed based on a first azimuth scale in the azimuth scale sequence, and the first audio indicator indicates the horizontal and vertical orientations of the first sound source.

[0035] Illustratively, the surrounding environment of the first virtual character is a virtual environment within a three-dimensional spherical range with the first virtual character as the center and a preset distance as the radius, or the surrounding environment of the first virtual character is a virtual environment within a three-dimensional hemispherical range with the first virtual character as the center and a preset distance as the radius, located on the ground plane.

[0036] The first sound source may be a virtual element capable of emitting sound in the virtual world, such as a second virtual character (friendly, enemy, or NPC), a virtual vehicle, a virtual flying object, various offensive weapons, a virtual animal, etc. The second virtual character may be another virtual character in the virtual world other than the first virtual character, and the number of second virtual characters is at least one. Since the virtual world is a digitally simulated environment, sound in this application may refer to a sound event in the digital world, and the sound event is represented by a set of parameters. The set of parameters of the sound event may include, but is not limited to, at least one of the following: three-dimensional coordinates of the sound source in the virtual world, the type of the sound source, the type of material the sound source contacts, the sound type, the original sound size, and the equipment status of the sound source.

[0037] When a first sound source is present in the environment surrounding the first virtual character, a virtual element (also referred to as an entity in the virtual world) in the environment is emitting a sound (e.g., a first sound). Since the virtual element (entity) is the first sound source, a first audio indicator can be displayed based on a first azimuth scale in the azimuth scale sequence. The first audio indicator indicates the horizontal and vertical orientations of the first sound source, where the horizontal orientation is an orientation centered on the first virtual object and divided along the horizontal direction, e.g., longitude in the virtual world. The vertical orientation is an orientation centered on the first virtual object and divided along the vertical direction, e.g., the pitch angle of the sound source (e.g., the first sound source) relative to the first virtual character. Optionally, the vertical orientation may be expressed in vertical orientation scales, like latitude, or the vertical orientation may be expressed in height, or because the virtual character's vertical activity space is limited, the vertical orientation may be simplified or abstracted into an upper orientation, a middle orientation, and a lower orientation.

[0038] In an embodiment of the present application, the horizontal orientation of the first sound source may be a first horizontal orientation, the vertical orientation of the first sound source may be a first vertical orientation, the first horizontal orientation of the first sound source may be indicated by a first orientation scale, and the first vertical orientation of the first sound source may be represented by a first visual representation of the first audio indicator, and the first visual representation may be at least one of a shape, a pattern, a color, a texture, a character, and an animation effect of the first audio indicator.

[0039] Illustratively, the terminal may display a first audio indicator having a first visual representation based on a first orientation scale in the orientation scale sequence, the first audio indicator being centered on the first orientation scale, the first orientation scale indicating a horizontal orientation of the first sound source, and the first visual representation indicating a vertical orientation of the first sound source.

[0040] As described above, the method provided by this embodiment displays a first audio indicator based solely on the first azimuth scale in the azimuth scale sequence when a first sound source is present in the environment surrounding the first virtual character. The first audio indicator simultaneously indicates the first horizontal and first vertical directions corresponding to the first sound source without displaying its location on a minimap. This allows the user to accurately determine the spatial location of the first sound source using only the visual representation. Even in an auditory-limited scene, where sound output from a speaker or earphones is not required, sufficient effective spatial information about the sound source can be obtained. For example, as shown in FIG. 3 , when a first sound source emitting a first sound is present in the environment surrounding the first virtual character 10, a first audio indicator 19 can be displayed based on the first azimuth scale "southwest" in the compass information 16. The first azimuth scale "southwest" indicates that the horizontal direction of the first sound source is southwest. The shape of the first audio indicator 19 indicates that the vertical orientation of the first sound source is in the central direction.

[0041] For example, taking the first visual representation as a shape as an example, referring to the implementation method of (a) in Figure 4, when the shape of the first audio indicator 19 is an upper triangle, it represents that the first sound source is located in the upper direction of the first virtual character, when the shape of the first audio indicator 19 is a spindle, it represents that the first sound source is located in the middle direction of the first virtual character, and when the shape of the first audio indicator 19 is a lower triangle, it represents that the first sound source is located in the lower direction of the first virtual character.

[0042] For example, taking the first visual representation as an arrow on the left side of the first audio indicator 19 as an example, and referring to the implementation method of (b) in Figure 4, when the arrow on the left side of the first audio indicator 19 is pointing upward, it represents that the first sound source is located in the upper direction of the first virtual character, when the arrow on the left side of the first audio indicator 19 is circular, it represents that the first sound source is located in the middle direction of the first virtual character, and when the arrow on the left side of the first audio indicator 19 is pointing downward, it represents that the first sound source is located in the lower direction of the first virtual character.

[0043] For example, taking the first visual representation as the fill color of the first audio indicator 19 as an example, referring to the implementation scheme of Fig. 4(c), the first audio indicator 19 includes three vertically arranged grids. If the top grid of the three grids has the fill color, it represents that the first sound source is located at the top orientation of the first virtual character. If the middle grid of the three grids has the fill color, it represents that the first sound source is located at the middle orientation of the first virtual character. If the bottom grid of the three grids has the fill color, it represents that the first sound source is located at the bottom orientation of the first virtual character.

[0044] For example, taking the first visual representation as the shape of a first audio indicator 19 and an additional number, referring to the implementation method of (d) of Figure 4, if the shape of the first audio indicator 19 is an upward triangle and is marked with the number "+100m", it indicates that the first sound source is located at the top direction of the first virtual character and is 100 meters above the ground; if the shape of the first audio indicator 19 is a spindle, it indicates that the first sound source is located at the middle direction of the first virtual character; and if the shape of the first audio indicator 19 is a downward triangle and is marked with the number "-15m", it indicates that the first sound source is located at the bottom direction of the first virtual character and is 15 meters above the ground.

[0045] In the method provided by this embodiment, when the user interface does not have a minimap control, various audio information of the first audio source can be presented based on a first audio indicator near the compass information. When the first audio source is present, audio can be presented in a multifaceted manner based on various visual representations on the first audio indicator, while occupying a very small screen area. When the first audio source is not present, the head-up display (HUD) controls of the entire user interface are minimized, making the user interface more concise and effective, and providing the user with a more immersive program experience.

[0046] 5 shows a flowchart of a method for voice prompts in a virtual world provided by an exemplary embodiment of the present application. The method is performed by the first terminal 120 or the second terminal 160 shown in FIG. 1, and the first terminal 120 or the second terminal 160 can be collectively referred to as a terminal. The method includes the following steps:

[0047] Step 202: Display a viewpoint screen of a first virtual character, and display compass information on the viewpoint screen, the compass information including a direction scale sequence.

[0048] The first virtual character is a virtual object controlled by a first user. The first virtual character's viewpoint screen is a screen in which the virtual world is viewed from the first virtual character's viewpoint during execution of an application program on the terminal. Optionally, the first virtual character's viewpoint screen is a screen in which the virtual world is viewed from the first person viewpoint of the first virtual character.

[0049] Optionally, the first-person viewpoint of the first virtual character automatically follows the movement of the virtual character in the virtual world, i.e., when the position of the first virtual character in the virtual world changes, the first-person viewpoint of the first virtual character also changes simultaneously, and the first-person viewpoint of the first virtual character is always within a preset distance range of the first virtual character in the virtual world.

[0050] The compass information includes a direction scale sequence, and direction scales in the direction scale sequence are used to indicate the horizontal direction in which the first virtual character is facing in the virtual world. Illustratively, a direction scale for each horizontal direction observable from the viewpoint of the first virtual character in the virtual world may be displayed in the direction scale sequence, and direction scales for horizontal directions that cannot be observed from the current viewpoint may not be displayed in the direction scale sequence. Alternatively, direction scales within a preset range centered on the horizontal direction directly in front of the first virtual character may be displayed in the direction scale sequence.

[0051] 3, the viewpoint screen displays a first virtual character 10, a movement wheel 12, skill buttons 14, and compass information 16. The first virtual character 10 may be a soldier located in the virtual world. The movement wheel 12 controls the movement of the first virtual character 10 in the virtual world. The skill buttons 14 control the release of skills or the use of items by the first virtual character 10 in the virtual world. The compass information 16 displays a compass scale sequence. The compass scale sequence includes seven compass scales: 165 degrees, south, 195 degrees, 215 degrees, southwest, 240 degrees, and 255 degrees. The 215 degree compass scale indicates the horizontal direction directly in front of the first virtual character 10.

[0052] Step 204: Control the first virtual character to act in the virtual world. The user can control the first virtual character 10 to move by using the movement wheel 12, and the user can control the first virtual character to release skills or use items by pressing one or more preset skill buttons 14. The user can control the first virtual character by signals generated by long pressing, clicking, double clicking, and / or sliding on the touch screen.

[0053] Step 206: When a first sound source for emitting a first sound exists in the surrounding environment of the first virtual character during the first virtual character's action in the virtual world, determine a visual representation of a first sound indicator according to sound parameters of the first sound. The visual representation of the first sound indicator includes at least one of the following visual representations: a first visual representation for indicating a vertical orientation of the first audio; a second visual representation for indicating a sound type of the first sound; and a third visual representation for indicating an audio volume of the first audio; and a fourth visual representation to indicate an audio distance of the first audio; and and a fifth visual representation for indicating an operating frequency of the first audio.

[0054] Each visual representation is a different type of visual representation. Each visual representation is one of the shape, pattern, color, texture, text, animation effect, display start time, display duration, and blanking time of the first audio indicator. Different visual representations can be overlaid on the same audio indicator, and the different visual representations convey different audio information.

[0055] The display start time is the time when the first audio indicator is displayed on the user interface, the display duration is the total time the first audio indicator is displayed on the user interface, and the blanking time is the time from when the transparency of the first audio indicator starts to decrease until it disappears on the user interface.

[0056] When a first sound source exists in the surrounding environment of a first virtual character, the first sound source triggers a sound event. When the first virtual character is a virtual character used by a user corresponding to the current terminal and the first sound source corresponds to another terminal, the other terminal synchronizes the sound event with the current terminal via a server, and when the first sound source corresponds to the current terminal, the current terminal generates the sound event.

[0057] The audio event has audio parameters, and the terminal can determine the visual representation of the first audio indicator according to the audio parameters of the first audio, including but not limited to at least one of a type of the first audio source, a material of the first audio source, an installation status of the first audio source, a position of the first audio source, an audio type of the first audio, an audio size of the first audio, and an operating frequency of the first audio source.

[0058] In some possible cases, there are many active objects in the virtual world, and many of these active objects can emit sounds and can be the first sound source. Even one active object (i.e., one sound source) can emit multiple sounds. In order to accurately identify the sound emitted by the first sound source, if the first sound source emits at least two sounds and the generation time difference between the at least two sounds is smaller than a threshold, the sound with the largest volume among the at least two sounds is determined to be the first sound.

[0059] For example, if a first virtual character fires while walking, the volume of the fire event is greater than the volume of the walk event, so the fire event is determined to be the first audio event, and the audio indicator for the fire event is displayed and the audio indicator for the walk event is turned off.

[0060] For example, if a first sound source emits a new sound event and the volume of the new sound event is greater than the volume of the current sound event, only the sound indicator of the new sound event is displayed. For example, if a first virtual character walks a few steps in place and then immediately fires, the volume of the fire event is greater than the volume of the walk event, so the fire event is determined to be the first sound event, the sound indicator of the walk event disappears, and only the sound indicator of the fire event is displayed.

[0061] The method provided by this embodiment further includes: when the first sound source emits at least two sounds, and the generation time difference between the at least two sounds is smaller than a threshold, determining the sound with the largest volume among the at least two sounds as the first sound, thereby reducing unnecessary calculations for low-volume sound events and improving the accuracy of sound effect prompts.

[0062] Step 208: Display a first audio indicator having a visual representation based on a first bearing scale in the bearing scale sequence. The terminal may display a first audio indicator having at least one visual representation based on a first bearing scale in the compass information.

[0063] The first audio indicator can be displayed at an appropriate position on the user interface depending on the display position of the compass information on the user interface. For example, when the compass information is displayed at the top of the user interface, the first audio indicator is displayed below the first bearing scale on the compass information, and when the compass information is displayed at the bottom of the user interface, the first audio indicator is displayed above the first bearing scale on the compass information. Optionally, the center position of the first audio indicator is aligned with the first bearing scale. That is, the central axis of the first audio indicator is aligned with the first bearing scale.

[0064] Illustratively, the visual representation of the first audio indicator may include a first visual representation, where the first visual representation indicates a vertical orientation of the first audio. In a possible implementation, the visual representation of the first audio indicator may include other visual representations in addition to the first visual representation. That is, the terminal may display the first audio indicator having the first visual representation and other visual representations based on the first orientation scale. The other visual representations may include at least one of the following visual representations: a second visual representation for indicating a sound type of the first sound; and a third visual representation for indicating an audio volume of the first audio; and a fourth visual representation to indicate an audio distance of the first audio; and and a fifth visual representation for indicating an operating frequency of the first audio.

[0065] <Regarding the first visual expression> The first visual representation includes n types of first visual representations, which correspond one-to-one to the n types of vertical orientations, where n is a positive integer greater than 1. The client displays a first audio indicator of an i-th type of first visual representation based on the first orientation scale in the compass information, where i is a positive integer less than or equal to n. The i-th type of first visual representation indicates an i-th type of vertical orientation corresponding to the first sound source. Illustratively, the i-th type of visual representation may include an i-th type of vertical orientation corresponding to the height at which the first sound source is located by labeling the first audio indicator with the height. Illustratively, the n types of vertical orientations may include an upper orientation, a middle orientation, and a lower orientation. That is, the first audio indicator distinguishes between three levels of space: upper, middle, and lower.

[0066] The first visual representation allows a user to know the vertical orientation of the first sound source by observing the visual representation of the first audio indicator, and there are one or more ways to visually represent the vertical orientation of the first sound source. Illustratively, the first visual representation includes at least one of the shape of the first audio indicator, a vertical orientation scale in the first audio indicator, an arrow in the first audio indicator, and a text prompt in the first audio indicator.

[0067] Taking the first visual representation as an example, where the first visual representation includes a shape, this step includes one of the following three steps:

[0068] A first audio indicator having an upward shape is displayed based on a first azimuth scale in the azimuth scale sequence, and the first audio indicator indicates that the vertical orientation of the first sound source is an upward orientation.

[0069] For example, referring to FIG. 6, it is assumed that the first sound source is an enemy virtual character located on a rooftop, and since the vertical height of the enemy virtual character is located at the upper direction of the first virtual character 10, a first audio indicator having an upward shape is displayed below the first direction scale "215" in the compass information 16, indicating that the vertical direction of the first audio is the upper direction.

[0070] A first audio indicator having a vertically symmetrical shape is displayed based on a first azimuth scale in the azimuth scale sequence, and the first audio indicator indicates that the vertical orientation of the first sound source is the central azimuth.

[0071] A first audio indicator having a downward shape is displayed based on a first azimuth scale in the azimuth scale sequence, and the first audio indicator indicates that the vertical orientation of the first sound source is a downward orientation.

[0072] Contrary to FIG. 6, when the first virtual character 10 is located on the rooftop and the enemy virtual character is located on the ground below, the vertical direction of the first sound source is downward.

[0073] For example, if the first visual representation includes a vertical orientation scale, a first audio indicator having a vertical orientation scale is displayed based on a first orientation scale in the orientation scale sequence, where the vertical orientation scale indicates the vertical orientation of the first sound source or the pitch angle of the first sound source relative to the first virtual character, i.e., the vertical orientation scale is indicated by the pitch angle of the first sound source relative to the first virtual character.

[0074] For example, the first visual representation may include an arrow, and a first audio indicator having an arrow is displayed based on a first azimuth scale in the azimuth scale sequence, with the arrow direction indicating a vertical orientation of the first sound source. For example, an upward arrow indicates an upper orientation higher than a plane on which the first virtual character is located, and a downward arrow indicates a lower orientation lower than a plane on which the first virtual character is located.

[0075] For example, the first visual representation may include a text prompt, and a first audio indicator having a text prompt is displayed based on a first azimuth scale in the azimuth scale sequence, the text prompt indicating the vertical orientation of the first sound source.

[0076] The first visual representation may be implemented as, but is not limited to, a combination of at least two of the above shapes, vertical azimuth scales, arrows, and text prompts.

[0077] <Regarding the second visual expression> The second visual representation indicates a sound type of the first sound, in which case determining the visual representation of the first sound indicator according to sound parameters of the first sound may be determining the second visual representation of the first sound indicator according to a sound type of the first sound.

[0078] In some embodiments, the second visual representation includes a color of the first audio indicator, i.e., different colors of the first audio indicator are employed to indicate the audio type of the first audio, e.g., white to represent virtual character footsteps / NPC shouting, red to represent gunshots / explosions, etc.

[0079] 7, the user interface displays two audio indicators 19a and 19b for two sounds emanating from different sources. Audio indicator 19a is white and represents footsteps. Audio indicator 19b is red and represents a gunshot.

[0080] In some embodiments, the second visual representation includes an icon style of the first audio indicator, i.e., employs a different icon style of the first audio indicator to indicate the audio type of the first audio.

[0081] Illustratively, referring to FIG. 8, a firearm icon style 191 represents the sound type "gunshot," a footprint icon style 192 represents the sound type "footsteps," a human head icon style 193 represents the sound type "human voice," and an explosion icon style 194 represents the sound type "explosion sound."

[0082] In some embodiments, the second visual representation is a duration display period of the first audio indicator. The duration display period includes a first period during which the first audio indicator is displayed opaquely and a second period during which the first audio indicator disappears (i.e., a blanking period). That is, different duration display periods are employed to indicate the audio type of the first audio. For example, different first periods may correspond to different audio types, or different second periods may correspond to different audio types, or both the first and second periods may correspond to different audio types.

[0083] <About the third visual expression> The third visual representation indicates a sound size of the first sound. Illustratively, the sound size of the first sound is the sound size of the first sound at the first virtual character, which is not the original sound size of the first sound, but the sound size of the first sound actually heard by the first virtual character. In this case, the first sound indicator is represented by a sound amplitude spectrum, the third visual representation includes an amplitude size of the first sound amplitude spectrum, and the sound parameters include sound size. Determining the visual representation of the first sound indicator according to the sound parameters of the first sound may include determining the amplitude size of the first sound amplitude spectrum according to the sound size of the first sound at the first virtual character.

[0084] 7, the audio indicator is represented by a sound wave amplitude spectrum, and the height of the sound wave amplitude spectrum represents the sound wave amplitude. Two audio indicators 19a and 19b are displayed on the user interface for two sounds emitted from different sound sources. If the sound wave amplitude of audio indicator 19a is smaller than that of audio indicator 19b, the sound size corresponding to audio indicator 19a is smaller than that corresponding to audio indicator 19b. That is, footsteps and gunshots at the same distance. The sound wave amplitude of audio indicator 19a on the left side is small, and the sound wave amplitude of audio indicator 19b on the right side is large.

[0085] For example, referring to Figure 9, the audio indicator is represented by a sound amplitude spectrum, and the height of the sound amplitude spectrum represents the sound amplitude. Two sounds of different sound sizes are represented by different sound amplitudes. Figure 9 shows that, in the 100-200m distance range, as the gunshot weakens with distance, the amplitude of the first audio indicator also weakens.

[0086] <About the fourth visual expression> The fourth visual representation indicates the audio distance of the first sound. Illustratively, the fourth visual representation represents the display start time of the first audio indicator. That is, after receiving the audio event of the first sound, the first audio indicator is not displayed immediately, but after a certain delay. The length of the delay is related to the audio distance, which is the distance between the first sound source and the first virtual character.

[0087] <About the fifth visual expression> The fifth visual representation indicates the operating frequency of the first audio. Illustratively, the first audio indicator is represented by a sound amplitude spectrum, and the fifth visual representation includes a jitter frequency of the sound amplitude spectrum, where the height of the sound amplitude spectrum represents the sound amplitude, and the sound amplitude spectrum can be dynamically stretched or contracted to represent the jitter of the sound. Different operating amplitudes for generating the first audio also result in different operating frequencies for the first audio. In this case, the audio parameters may include the operating frequency of the first audio source, and determining the visual representation of the first audio indicator according to the audio parameters of the first audio may include determining the jitter frequency of the sound amplitude spectrum according to the operating frequency at which the first audio source generates the first audio.

[0088] For example, when a virtual character located at the first sound source runs, the sound wave amplitude spectrum is displayed in white and the jitter frequency of the sound wave amplitude spectrum is larger, indicating the intensity of the running. When a virtual character located at the first sound source walks crouching with low steps, the jitter frequency of the sound wave amplitude spectrum is smaller, indicating the feeling of moving slowly and distinguishing it from running.

[0089] Step 210: When a second sound source is present in the surrounding environment of the first virtual character and the horizontal orientation of the second sound source is outside the visible orientation range, a second audio indicator is displayed based on the edge orientation scale closest to the horizontal orientation of the second sound source in the orientation scale sequence, and the second audio indicator indicates that the second sound source is present at the horizontal orientation indicated by the edge orientation scale. A second sound source may also be present in the surrounding environment of the first virtual character, and before displaying the second audio indicator below the orientation scale sequence, it is determined whether the horizontal orientation corresponding to the second sound source (also referred to as the second horizontal orientation) is within the visible orientation range of the first virtual character.

[0090] If the horizontal orientation corresponding to the second sound source is within the visible orientation range of the first virtual character, a second audio indicator is displayed based on a second orientation scale in the orientation scale sequence, and the horizontal and vertical orientations of the second audio are presented, for example, by a second sound wave amplitude spectrum.

[0091] If the horizontal orientation corresponding to the second sound source is outside the visible orientation range of the first virtual character, a second audio indicator is displayed based on the edge orientation scale closest to the horizontal orientation of the second sound source in the orientation scale sequence, indicating the presence of a second sound source or a second audio.

[0092] 10, a second audio indicator 19 is displayed within the visible range of the first virtual character 10 based on the edge orientation scale in the compass information 18. The second audio indicator 19 may be aligned with the edge orientation scale or may extend beyond the edge orientation scale. The second audio indicator 19 indicates that a second sound source is present in the invisible area to the right of the first virtual character 10 and that the second sound source is emitting a second sound.

[0093] Optionally, the second audio indicator 19 has at least one of the above five types of visual representation. The second audio indicator 19 has a visual representation type that is equal to or less than that of the first audio indicator. For example, the second audio indicator 19 displays the audio type of the second audio using only color or icon style.

[0094] Step 212: If the first virtual character becomes deaf, Audio indicator Cancel or ignore the display.

[0095] When the first virtual character is attacked by the first sound projectile, the first virtual character is in a hearing-impaired state because the received sound is too loud, and the representation of the first virtual character in the terminal is that the sound cannot be heard. When the first virtual character is in a hearing-impaired state, the terminal displays a first Audio indicator Cancel the display of all the virtual characters corresponding to the first virtual character. Audio indicator Cancel the display.

[0096] The first sound throwable object may be a grenade or a bomb, etc. If the grenade explodes in close proximity to the first virtual character, the first virtual character will be deafened.

[0097] As described above, the method provided by this embodiment displays a first audio indicator based only on the first directional scale in the compass information when a first sound source is present in the surrounding environment of a first virtual character, and the first audio indicator can simultaneously indicate the first horizontal and first vertical directions corresponding to the first sound source without presenting the location on a minimap. This allows the user to accurately determine the spatial location of the first sound source using only the visual representation, and allows the user to obtain sufficient effective spatial information about the sound source even in auditory-limited scenes where there is no need to play sound through a speaker or use earphones.

[0098] The method provided by this embodiment uses different visual representations simultaneously present on the first audio indicator to indicate the vertical direction, audio type, audio size, audio distance, and operating frequency of the audio, respectively. This allows the user to obtain the vertical direction, audio type, audio size, audio distance, and operating frequency of the first audio only through the different visual representations. This allows the user to obtain effective information about the first audio even in auditory-limited situations without the need to play sound through a speaker or use earphones. At the same time, the first audio indicator occupies a very small area on the user interface, thereby saving display space on the user interface. Furthermore, without a minimap to display the location, audio can be presented in a multifaceted manner based solely on the multiple visual representations of the first audio indicator on the compass, providing the user with a more immersive gaming experience.

[0099] The method provided by this embodiment includes: when a first virtual character becomes deaf, Audio indicator By canceling or ignoring the display of the first sound source, the accuracy with which the user can determine the spatial location of the first sound source from the visual representation alone is improved.

[0100] For the above five types of visual representations, the above step 205 may further include at least one of the following steps:

[0101] <Regarding the first visual expression> According to the positions of the first sound source and the first virtual character in the virtual environment, a pitch angle (picth) of the first sound source relative to the first virtual character is calculated, and a vertical orientation of the first sound source is determined based on a range of values ​​of the pitch angle.

[0102] 11, the pitch angle is used to determine the vertical orientation of the first sound source. If the pitch angle of the first sound source relative to the first virtual character is within a range of −17° to 17°, or 163° to 180°, or −163° to −180°, the vertical range of the first sound source is determined to be in a middle orientation relative to the first virtual character; if the pitch angle of the first sound source relative to the first virtual character is within a range of 17° to 163°, the vertical orientation of the first sound source is determined to be in an upper orientation relative to the first virtual character; and if the pitch angle of the first sound source relative to the first virtual character is within a range of −17° to −163°, the vertical orientation of the first sound source is determined to be in a lower orientation relative to the first virtual character.

[0103] <Regarding the second visual expression> If the second visual representation includes a color of the first audio indicator, the color of the first audio indicator is determined according to the audio type of the first audio.

[0104] Illustratively, as shown in Table 1, Table 1 shows a first correspondence between sound types and colors.

[0105] [Table 1] The terminal can determine a color corresponding to the sound type of the first sound by querying the first correspondence relationship, and determines this color as the color of the first sound indicator.

[0106] If the second visual representation includes an icon style of the first audio indicator, determine the icon style of the first audio indicator according to the audio type of the first audio.

[0107] Illustratively, as shown in Table 2, Table 2 shows a second correspondence between audio types and icon styles.

[0108] [Table 2] The terminal can determine an icon style corresponding to the audio type of the first audio by querying the second correspondence relationship, and determines this icon style as the icon style of the first audio indicator.

[0109] <About the third visual expression> the first audio indicator is represented by a sound wave amplitude spectrum, and the third visual representation includes an amplitude size of the first sound wave amplitude spectrum; Step 1: Determine the arrival voice size of the first voice according to the original voice size of the first voice and the influence parameter, where the influence parameter includes at least one of the following parameters:

[0110] <Distance between the first sound source and the first virtual character> The sound volume attenuates with distance propagation, so that the longer the distance between the first sound source and the first virtual character, the smaller the sound volume of the first sound, and the shorter the distance between the first sound source and the first virtual character, the larger the sound volume of the first sound.

[0111] <Equipment worn by the first virtual character> The equipment related to the sound size worn by the first virtual character includes at least one of different types of helmets and headphones, and the type of equipment and the state in which the equipment is worn both affect the sound size of the first sound.

[0112] For example, for the same original sound size, the sound size determined when the first virtual character is wearing headphones is larger than the sound size determined when the first virtual character is not wearing headphones, and the sound size determined when the first virtual character is wearing a helmet is smaller than the sound size determined when the first virtual character is not wearing a helmet.

[0113] <If the first sound source is a second virtual character, the equipment worn by the second virtual character> The equipment related to the sound size worn by the second virtual character includes at least one of different types of firearms, different types of ammunition, and a muffler. The type of equipment and the state in which the equipment is worn both affect the sound size of the first sound.

[0114] Illustratively, for the same original sound size, the reached sound size determined when the second virtual character is wearing a muffler is smaller than the reached sound size determined when the second virtual character is not wearing a muffler.

[0115] <Material of the first sound source or material that the first sound source comes into contact with> For example, a sound where the shoes of a first virtual character touch different surfaces will affect the volume of the sound, and a sound where shoes of different materials of the first virtual character touch the same surface will affect the volume of the sound.

[0116] For example, the reached sound size = (original sound size * influence coefficient of original sound size) * (1 - sound distance / (maximum sound effective distance * influence coefficient of maximum distance)), where the original sound size is the sound size emitted by the first sound source by the first sound. For example, the influence coefficient of the original sound size is related to the above influence parameters and is usually set to an empirical value by the designer. The influence coefficient at the maximum sound distance indicates the sound attenuation characteristics and is related to the above influence parameters and is usually set to an empirical value by the designer.

[0117] For example, suppose a first virtual character is wearing a sound-blocking helmet and hears a muffler gunshot coming from 75 m, the original sound size of the gunshot is 100, and the maximum effective distance is 150 m. The muffler's influence coefficient on the original sound size is 1, the muffler's influence coefficient on the maximum distance is 0.5, the helmet's influence coefficient on the original sound size is 0.5, and the helmet's influence coefficient on the maximum distance is 0.5.

[0118] Reached audio size = (100 * 1 * 0.5) * (1 - 75 / (150 * 0.5 * 0.5)) = 50 * -1 = -50 = zero negative values ​​= no audio is heard, so no ripples are displayed in the first audio indicator.

[0119] Also, for example, assume that a first virtual character is wearing a sound-blocking helmet and hears a muffler gunshot emitted from 30 m, the original sound size of the gunshot is 100, and the maximum effective distance is 150 m.

[0120] Arrival sound size = (100 * 0.5) * (1 - 30 / (150 * 0.5 * 0.5)) = 50 * 0.2 = 25.

[0121] Step 2: Determine the amplitude size of the first sound wave amplitude spectrum according to the arriving sound size of the first sound at the first virtual character.

[0122] The client maps the arrival sound size of the first sound to the sound amplitude of the first sound amplitude spectrum by a "sound size-ripple amplitude" conversion curve.

[0123] For example, the sound of a rifle shot 150 meters away from the player is 100*(1-150 / 200)=25, and the number 25 is converted to a sound amplitude of 0.22 through the conversion curve, affecting the sound amplitude of the first sound amplitude spectrum by a factor of 0.22.

[0124] <About the fourth visual expression> If the fourth visual representation includes a display start time of the first audio indicator, the display start time of the first audio indicator is determined based on an audio propagation speed between the first sound source and the first virtual character, and the display start time is later than an occurrence time of the first audio.

[0125] For example, display start time = first sound generation time + sound distance / sound propagation speed in the virtual environment, where the first sound generation time is the time when the first sound source emits the first sound, the sound distance is the distance between the first sound source and the first virtual character, and the sound propagation speed in the virtual environment is usually set by the designer based on their experience.

[0126] <About the fifth visual expression> The first audio indicator is represented by a sound wave amplitude spectrum, and the fifth visual representation includes a jitter frequency of the sound wave amplitude spectrum, and the jitter frequency of the sound wave amplitude spectrum is determined according to an operating frequency when the first audio source emits the first audio.

[0127] For example, when the first virtual character runs, the sound wave amplitude spectrum is displayed in white and the jitter frequency of the sound wave amplitude spectrum is larger, indicating the intensity of the running. When the first virtual character walks with a low step and crouching, the jitter frequency of the sound wave amplitude spectrum is smaller, indicating the feeling of moving slowly and distinguishing it from running.

[0128] The present application does not limit the priority of each of the above calculation procedures.

[0129] In some embodiments, a developer can set an influence coefficient on the sound size of the first sound due to the tactical props and equipment mentioned in the above embodiments. For example, referring to FIG. 12 , FIG. 12 shows a setting interface 1200 for setting the influence coefficient of helmet headphones on the sound size of the first sound. The setting interface 1200 includes three setting items: an increased sound amplitude coefficient 1201, a sound size influence coefficient 1202, and a maximum sound distance influence coefficient 1203. The increased sound amplitude coefficient 1201 setting item is used to set an influence coefficient on the sound amplitude of the first sound when the first virtual character is wearing helmet headphones. The sound size influence coefficient setting item 1202 is used to set an influence coefficient on the sound size of the first sound when the first virtual character is wearing helmet headphones. The maximum sound distance influence coefficient 1203 setting item is used to set an influence coefficient on the maximum distance the first sound can propagate when the first virtual character is wearing helmet headphones. For example, the setting items of the sound size influence coefficient 1202 and the sound maximum distance influence coefficient 1203 are both 1, and when the first virtual character is wearing helmet headphones, there is no effect on the sound size and maximum sound distance of the first sound.

[0130] 13 shows a setting interface 1300 for setting the muffler influence coefficient on the arriving sound size of the first sound. The setting interface 1300 includes two setting items: a muffler sound size influence coefficient 1301 and a muffler sound maximum distance influence coefficient 1302. The setting item muffler sound size influence coefficient 1301 is used to set the influence coefficient on the arriving sound size of the first sound when the first virtual character is wearing a muffler, and the setting item muffler sound maximum distance influence coefficient 1302 is used to set the influence coefficient on the maximum distance that the first sound can propagate when the first virtual character is wearing a muffler. Illustratively, the muffler sound size influence coefficient 1301 is 1, which does not affect the arriving sound size of the first sound when the first virtual character is wearing a muffler.

[0131] 14 shows a setting interface 1400 for setting the influence coefficient of the stepping material on the reaching sound size of the first sound. This setting interface 1400 includes two setting items for a marble or metal material 1410: a sound size influence coefficient 1401 and a sound maximum distance influence coefficient 1402. The sound size influence coefficient 1401 setting item is used to set the influence coefficient on the reaching sound size of the first sound when the first virtual character steps on a marble or metal surface. The sound maximum distance influence coefficient 1402 setting item is used to set the influence coefficient on the maximum distance the first sound can propagate when the first virtual character steps on a marble or metal surface. For example, the sound size influence coefficient 1401 and the sound maximum distance influence coefficient 1402 are both 1, which means that the reaching sound size of the first sound and the first maximum sound distance are not affected when the first virtual character steps on a marble or metal surface.

[0132] In some embodiments, a developer can set the influence coefficient of the first voice for the different voice types mentioned in the above embodiments. Illustratively, refer to Figure 15, which shows a setting interface 1500 for different voice types and basic setting parameters. The setting interface 1500 sets eight configurable parameters for different sound types, including sprinting 1501, crawling 1502, crouch walking 1503, walking silently 1504, crawling silently 1505, crouch walking silently 1506, firing a single shot 1507, firing a rapid-fire shot 1508, NPC screaming 1509, rubbing grass 1510, injured screaming 1511, dying screaming 1512, explosion 1513, and walking 1514, respectively, including basic sound size 1520, sound icon display time 1530, sound icon fading time 1540, icon index 1550, sound icon update interval 1560, sound maximum effective range 1570, sound waveform jitter frequency 1580, and opacity curve 1590.

[0133] In some embodiments, a developer may configure configuration parameters corresponding to the different firearm types mentioned in the above embodiments. For example, referring to FIG. 16 , FIG. 16 illustrates a configuration interface 1600 for configuration parameters corresponding to different firearm types, which are modified by addition or subtraction based on the type of fire. The configuration interface includes a single-shot basic parameter configuration page 1600, a single-shot based pistol parameter configuration page 1601, and a bolt-action rifle parameter configuration page 1602. The single-shot configuration page includes a basic audio size 1620, an audio icon display time 1630, an audio icon fading time 1640, an icon index 1650, an audio icon update interval 1660, an audio maximum effective range 1670, and an audio waveform jitter frequency 1680. On the settings page for the pistol, the maximum audio effective range 1670 setting is -100 meters, which is 100 meters less than the single shot maximum audio effective range 1670 setting of 200 meters, the pistol's maximum audio effective range 1670 setting is 100 meters, and the basic audio size 1620, audio icon display time 1630, audio icon fading time 1640, audio icon update interval 1660, and audio waveform jitter frequency 1680 are the same as for single shot. On the bolt action rifle settings page, the base audio size 1620 setting is 20 and the audio icon fading time 1640 setting is 0.3, which means that the bolt action rifle is 20 larger than the base audio size 1620 setting for single shot and 0.3 longer than the audio icon fading time 1640 setting, and the bolt action rifle's audio maximum effective range 1670, audio icon display time 1630, audio icon update interval 1660, and audio waveform jitter frequency 1680 are the same as for single shot.

[0134] In some embodiments, developers may set the general setting parameters mentioned in the above embodiments. For example, refer to FIG. 17, which shows a setting interface 1700 for general setting parameters. The setting interface 1700 includes a maximum number of audio ripples 1710, an icon display angle threshold 1720, an upper corner threshold 1730, a lower corner threshold 1740, a war audio icon color 1750, a character audio icon color 1760, and an audio ripple height-to-audio size mapping curve 1770. The icon display angle threshold 1720 is set to 90° by default, which displays audio icons of valid sound sources within a range in which the imaging direction of the first virtual character is rotated 90° left or right. The audio ripple height-to-audio size mapping curve 1770 has an audio intensity on the horizontal axis and a waveform height on the vertical axis, and the arrival audio size of the first audio can be converted into the mapping curve for the first audio. As described above, the method provided by this embodiment allows, when a first sound source is present in the surrounding environment of a first virtual character, the first audio indicator to be displayed based on the first directional scale in the compass information, so that the first audio indicator can simultaneously indicate the first horizontal and first vertical directions corresponding to the first sound source. This allows the user to accurately determine the spatial position of the first sound source using only the visual representation, and allows the user to obtain sufficient effective spatial information about the sound source even in auditory-limited scenes where there is no need to play sound through a speaker or use earphones.

[0135] The method provided by this embodiment can further distinguish the attributes of the first sound source based on the amplitude, jitter frequency, and duration of the sound indicator and its underlying sound amplitude spectrum, and determine the vertical orientation of the first sound source in the virtual world according to a comparison between the sound source angle and the pitch angle, thereby improving the prompt effect on sound size, sound frequency, and sound type.

[0136] 18 shows a flowchart of a method for voice prompts in a virtual world provided by an exemplary embodiment of the present application. The method is performed by the first terminal 120 or the second terminal 160 shown in FIG. 1, and the first terminal 120 or the second terminal 160 can be collectively referred to as a terminal. The method includes the following steps:

[0137] Step 1802: Obtain parameters of the first voice.

[0138] The terminal acquires parameters of a first sound emitted from a first sound source, or acquires parameters of an audio event of the first sound emitted from the first sound source.

[0139] Step 1804: Determine the voice type of the first voice.

[0140] A voice type of the first voice is determined according to the voice parameters of the first voice acquired by the terminal, and a second visual representation conveyed by the corresponding first voice indicator is determined according to the different voice types.

[0141] In some embodiments, the second visual representation is a color, and if the first audio is determined to be a virtual character's footsteps / NPC shout according to the audio parameters of the first audio acquired by the terminal, the first audio indicator is displayed in white, and if the first audio is determined to be a gunshot / explosion sound, the first audio indicator is displayed in red.

[0142] In some embodiments, the second visual representation is an icon style, and the type of the first sound is determined according to sound parameters of the first sound acquired by the terminal, and different icon styles corresponding to the first sound are adopted to display the first sound indicator, for example, if the first sound is determined to be footsteps of a virtual character, the first sound indicator is displayed in a footprint icon style, and if the first sound is determined to be a gunshot, the first sound indicator is displayed in a firearm icon style.

[0143] Step 1806a: Calculate an arrival sound size according to the distance between the first sound source and the first virtual character set according to the type of the first sound and the original sound size of the first sound source. The sound event of the first sound includes the three-dimensional coordinates of the first sound source. The terminal can calculate the distance between the first sound source and the first virtual character by calculating the distance between the three-dimensional coordinates of the first sound source and the three-dimensional coordinates of the first virtual character.

[0144] Since the sound size attenuates with distance propagation, the longer the distance between the first sound source and the first virtual character, the smaller the sound size of the first sound, and the shorter the distance between the first sound source and the first virtual character, the larger the sound size of the first sound.

[0145] The audio event of the first audio further includes an original audio size of the first audio source, and the terminal attenuates the original audio size of the first audio using the distance as an influence parameter.

[0146] Step 1806b: Calculate the arriving sound size according to the influence parameters of tactical props, equipment, etc.

[0147] The terminal determines the corresponding influence coefficient according to the influence parameters such as tactical props and equipment, and calculates the final arrival sound size of the first sound.

[0148] Illustratively, tactical props and equipment (which may be collectively referred to as equipment) include the following equipment:

[0149] <Equipment worn by the first virtual character> The equipment related to the sound size worn by the first virtual character includes at least one of different types of helmets and headphones, and the type of equipment and the state in which the equipment is worn affect the sound size of the first sound.

[0150] <If the first sound source is a second virtual character, the equipment worn by the second virtual character> The equipment related to the sound size worn by the second virtual character includes at least one of different types of firearms, different types of ammunition, and a muffler. The type of equipment and the state in which the equipment is worn both affect the sound size of the first sound.

[0151] <Material of the first sound source or material that the first sound source comes into contact with> For example, a sound where the shoes of a first virtual character touch different surfaces will affect the volume of the sound, and a sound where shoes of different materials of the first virtual character touch the same surface will affect the volume of the sound.

[0152] For example, reached audio size = (original audio size * influence coefficient of original audio size) * (1 - audio distance / (maximum audio effective distance * influence coefficient of maximum distance)). Note that the original audio size is the audio size emitted by the first audio source from the first audio source. For example, the influence coefficient of the original audio size is related to the above influence parameters and is usually set to an empirical value by the designer. The influence coefficient at the maximum audio distance indicates the audio attenuation characteristics and is related to the above influence parameters and is usually set to an empirical value by the designer.

[0153] For example, suppose a first virtual character is wearing a sound-blocking helmet and hears a muffler gunshot coming from 75 m, the original sound size of the gunshot is 100, and the maximum effective distance is 150 m. The muffler's influence coefficient on the original sound size is 1, the muffler's influence coefficient on the maximum distance is 0.5, the helmet's influence coefficient on the original sound size is 0.5, and the helmet's influence coefficient on the maximum distance is 0.5.

[0154] Reached audio size = (100 * 1 * 0.5) * (1 - 75 / (150 * 0.5 * 0.5)) = 50 * -1 = -50 = zero negative values ​​= no audio is heard, so no ripples are displayed in the first audio indicator.

[0155] Also, for example, assume that a first virtual character is wearing a sound-blocking helmet and hears a muffler gunshot emitted from 30 m, the original sound size of the gunshot is 100, and the maximum effective distance is 150 m.

[0156] Arrival sound size = (100 * 0.5) * (1 - 30 / (150 * 0.5 * 0.5)) = 50 * 0.2 = 25.

[0157] Note that steps 1806a and 1806b may be calculated simultaneously, or the sound size before being affected by the tactical props and equipment may be calculated as an intermediate value according to the distance between the first sound source and the first virtual character and the original sound size of the first sound source, and then the final sound size after being affected by the tactical props and equipment may be calculated.

[0158] Step 1808: Determine whether the horizontal orientation of the first sound source is within the visible orientation range corresponding to the orientation scale sequence displayed on the compass information.

[0159] The compass information includes a sequence of direction scales, and the direction scales in the direction scale sequence indicate the horizontal direction in which the first virtual character is facing in the virtual world. For example, the direction scale sequence may display a direction scale for each horizontal direction observable from the viewpoint of the first virtual character in the virtual world, and a direction scale for a horizontal direction that cannot be observed from the current viewpoint may not be displayed in the direction scale sequence. Alternatively, a direction scale within a preset range centered on the horizontal direction directly in front of the first virtual character may be displayed in the direction scale sequence.

[0160] If the horizontal orientation of the first sound source is not within the visible orientation range corresponding to the orientation scale sequence displayed in the compass information, execute step 1810 to express sound in the form of a second audio indicator. If the horizontal orientation of the first sound source is within the visible orientation range corresponding to the orientation scale sequence displayed in the compass information, execute step 1812 to calculate whether it is above / below the first virtual character according to the pitch angle.

[0161] Step 1810: Represent the sound in the form of a second sound indicator.

[0162] When it is determined that the horizontal bearing of the first sound source is not within the visible bearing range corresponding to the bearing scale sequence displayed in the compass information, a second audio indicator is displayed based on the edge bearing scale closest to the second horizontal bearing in the bearing scale sequence, and the sound is determined to be the second sound or the second sound source and indicated by the second audio indicator.

[0163] Step 1812: Determine whether the first sound source is above / below the first virtual character through pitch angle calculation.

[0164] Based on the position coordinates of the first sound source and the first virtual character in the virtual environment acquired by the terminal, a pitch angle of the first sound source relative to the first virtual character is calculated, and based on the range of values ​​of the pitch angle, a vertical orientation of the first sound source is determined.

[0165] If the first sound source is above / below the first virtual character, execute step 1814 to represent the sound in the form of an above or below first sound indicator, i.e., if the first sound source is above the first virtual character, represent the above information in the form of displaying an above first sound indicator, and if the first sound source is below the first virtual character, represent the below information in the form of displaying a below first sound indicator; if the first sound source is not above / below the first virtual character, execute step 1816 to represent the sound in the form of an intermediate first sound indicator, i.e., if the first sound source is in the middle of the first virtual character, represent the middle information in the form of displaying a middle first sound indicator.

[0166] For example, as shown in FIG. 11, if the pitch angle of the first sound source relative to the first virtual character is within the range of -17° to 17°, or 163° to 180°, or -163° to -180°, it is determined that the first character is in the middle of the first virtual character; if the pitch angle of the first sound source relative to the first virtual character is within the range of 17° to 163°, it is determined that the first character is above the first virtual character; and if the pitch angle of the first sound source relative to the first virtual character is within the range of -17° to -163°, it is determined that the first character is below the first virtual character.

[0167] Step 1814: Represent the sound in the form of a first sound indicator, either above or below.

[0168] Step 1816: Represent the audio in the form of an intermediate first audio indicator.

[0169] Step 1818: Determine whether the first sound is a gunshot.

[0170] According to the sound parameters of the first sound acquired by the terminal, determine whether the first sound is a gunshot; if it is a gunshot sound, execute step 1820 to differentiate and express the first sound according to the type of gunshot sound; if it is determined that the first sound is not a gunshot, execute step 1822 to differentiate and express the first sound according to people and other sound types.

[0171] Step 1820: The first sound is expressed differently depending on the type of firearm sound.

[0172] The exemplary terminal determines the first audio as a gunshot according to audio parameters of the first audio, identifies a first audio indicator of the first audio as red or in a firearm icon style, and determines a sonic amplitude, a sonic vibration frequency, and a sonic duration of the first audio indicator according to the first audio parameters.

[0173] Step 1822: Differentiate and express the first voice according to the type of the virtual character and other voices.

[0174] The exemplary terminal determines the first sound source as a virtual character according to the sound parameters of the first sound, identifies the first sound indicator of the first sound as white, or a footprint icon style or a human head icon style, and further determines the sound wave amplitude, sound wave vibration frequency, and sound wave duration of the first sound indicator according to the first sound parameters.

[0175] As described above, the method provided by this embodiment allows the terminal to obtain the voice parameters of the first voice to determine the type of the first voice, calculate the arrival voice size of the first voice according to the distance between the first voice source and the first virtual character and the original voice size of the first voice source, and determine whether the first voice is within the direction scale range displayed on the compass information to determine the horizontal and vertical direction of the first voice, thereby improving the prompt effect for the voice size, voice frequency, and voice type.

[0176] 19 shows a structural schematic diagram of a voice prompt device in a virtual world provided by an exemplary embodiment of the present application. The device can be implemented as all or part of a computer device by software, hardware, or a combination of both. The device 1900 includes: a display module 1901 for displaying a viewpoint screen of a first virtual character, the viewpoint screen displaying compass information, the compass information including a direction scale sequence, the direction scale in the direction scale sequence for indicating a horizontal direction in which the first virtual character is facing in the virtual world; a control module 1902 for controlling the first virtual character to act in the virtual world; When a first sound source is present in the surrounding environment of the first virtual character during the course of the first virtual character's activities in the virtual world, the display module 1901 displays a first audio indicator based on a first azimuth scale in the azimuth scale sequence, and the first audio indicator indicates the horizontal and vertical orientations corresponding to the first sound source.

[0177] In any design of this embodiment, the display module 1901 displays a first audio indicator having a visual representation based on the first azimuth scale in the azimuth scale sequence, the first audio indicator being centered on the first azimuth scale, the first azimuth scale indicating a horizontal azimuth of the first sound source, and the visual representation of the first audio indicator indicating a vertical azimuth of the first sound source.

[0178] In any design of this embodiment, the visual representation of the first audio indicator includes a first visual representation, the first visual representation is for indicating a vertical orientation of the first sound source, and the first visual representation includes at least one of a shape of the first audio indicator, a vertical orientation scale on the first audio indicator, an arrow on the first audio indicator, and a text prompt on the first audio indicator.

[0179] In any design of this embodiment, the first visual representation includes n first visual representations, the n first visual representations corresponding one-to-one to the n vertical orientations, where n is a positive integer greater than 1; The display module 1901 displays a first audio indicator having an i-th first visual representation based on the first azimuth scale in the compass information, where the i-th first visual representation indicates an i-th vertical direction corresponding to the first sound source, where i is a positive integer less than or equal to n.

[0180] In any design of this embodiment, the vertical orientation includes an upper orientation, a middle orientation, and a lower orientation.

[0181] The display module 1901 displays a first audio indicator having an upward shape based on the first orientation scale in the orientation scale sequence, the first audio indicator indicating that the vertical orientation of the first sound source is the upper orientation, or displays a first audio indicator having a vertically symmetrical shape based on the first orientation scale in the orientation scale sequence, the first audio indicator indicating that the vertical orientation of the first sound source is the middle orientation, or displays a first audio indicator having a downward shape based on the first orientation scale in the orientation scale sequence, the first audio indicator indicating that the vertical orientation of the first sound source is the lower orientation.

[0182] In any design of this embodiment, the display module 1901 displays a first audio indicator having the vertical orientation scale based on the first orientation scale in the orientation scale sequence, where the vertical orientation scale indicates a pitch angle of the first sound source relative to the first virtual character; or displays a first audio indicator having the arrow based on the first orientation scale in the orientation scale sequence, where the arrow direction indicates a vertical orientation of the first sound source; or displays a first audio indicator having the text prompt based on the first orientation scale in the orientation scale sequence, where the text prompt indicates a vertical orientation of the first sound source.

[0183] In any design of this embodiment, the first sound source emits a first sound, and the visual representation of the first sound indicator further includes another visual representation, and the first visual representation and the other visual representation are different types of visual representations, and the other visual representation includes at least one of the following visual representations: a second visual representation for indicating a sound type of the first sound; and a third visual representation for indicating an audio volume of the first audio; and a fourth visual representation to indicate an audio distance of the first audio; and and a fifth visual representation for indicating an operating frequency of the first audio.

[0184] In any design of this embodiment, the device comprises: The audio system further includes a determining module 1903 for determining a visual representation of the first audio indicator according to audio parameters of the first audio.

[0185] In any design of this embodiment, the audio parameters include an audio type, and the determination module 1903 determines the second visual representation of the first audio indicator according to the audio type of the first audio.

[0186] In any design of this embodiment, the second visual representation includes a color of the first audio indicator or an icon style of the first audio indicator.

[0187] In any design of this embodiment, the first audio indicator is represented by a sound wave amplitude spectrum, the third visual representation includes an amplitude size of the first sound wave amplitude spectrum, the audio parameter includes a voice size, and the determination module 1903 determines the amplitude size of the first sound wave amplitude spectrum according to the reached voice size of the first audio at the first virtual character.

[0188] In any design of this embodiment, the determining module 1903 determines the arriving voice size of the first voice according to the original voice size of the first voice and an influence parameter, where the influence parameter includes at least one of the following parameters: a distance between the first sound source and the first virtual character; equipment worn by the first virtual character; If the first sound source is a second virtual character, equipment worn by the second virtual character; the material of the first sound source or the material that the first sound source comes into contact with.

[0189] In any design of this embodiment, for the same original sound size, the arrival sound size determined when the first virtual character is wearing headphones is larger than the arrival sound size determined when the first virtual character is not wearing headphones, or for the same original sound size, the arrival sound size determined when the first virtual character is wearing a helmet is smaller than the arrival sound size determined when the first virtual character is not wearing a helmet, or for the same original sound size, the arrival sound size determined when the second virtual character is wearing a muffler is smaller than the arrival sound size determined when the first virtual character is not wearing a muffler.

[0190] In any design of this embodiment, the fourth visual representation includes a display start time of the first audio indicator, the audio parameters include an audio propagation speed, and the determination module 1903 determines the display start time of the first audio indicator based on the audio propagation speed between the first sound source and the first virtual character, and the display start time is later than the occurrence time of the first audio.

[0191] In any design of this embodiment, the first audio indicator is represented by a sound wave amplitude spectrum, the fifth visual representation includes a jitter frequency of the sound wave amplitude spectrum, the audio parameter includes an audio propagation speed, and the determination module 1903 determines the jitter frequency of the sound wave amplitude spectrum according to an operating frequency when the first audio is emitted from the first audio source.

[0192] In any design of this embodiment, the visual representation of the first audio indicator includes at least one of a shape, a pattern, a color, a texture, a character, an animation effect, a display start time, a display duration, and a blanking time.

[0193] In any design of this embodiment, the orientation scale sequence in the compass information corresponds to the visible orientation range of the first virtual character, and when a second sound source is present in the surrounding environment of the first virtual character and the horizontal orientation of the second sound source is located outside the visible orientation range, the display module 1901 displays a second audio indicator based on the edge orientation scale closest to the horizontal orientation of the second sound source in the orientation scale sequence, and the second audio indicator indicates that the second sound source is present at the horizontal orientation indicated by the edge orientation scale.

[0194] In any design of this embodiment, the display module 1901 may display the first virtual character when the first virtual character becomes deaf. Audio indicator Cancel the display.

[0195] In any design of this embodiment, the determination module 1903 determines, when at least two sounds are emitted from the first sound source and a generation time difference between the at least two sounds is less than a threshold, the sound with the loudest volume among the at least two sounds as the first sound.

[0196] The present application further provides a computer device, which includes a processor and a memory, and at least one instruction is stored in the memory, and the at least one instruction is loaded and executed by the processor to realize the virtual world voice prompt method provided by each of the above method embodiments. Note that the computer device may be a terminal as shown in the following Figure 20.

[0197] 20 shows a structural block diagram of a computer device 2000 provided by an exemplary embodiment of the present application. The computer device 2000 may be a smartphone, a tablet PC, an MP3 player (Moving Picture Experts Group Audio Layer III, a moving picture expert compressed standard audio level 3), an MP4 (Moving Picture Experts Group Audio Layer IV, a moving picture expert compressed standard audio level 4) player, a laptop, or a desktop computer. The computer device 2000 may also be called a user device, a mobile terminal, a laptop terminal, a desktop terminal, or other names.

[0198] Typically, the computing device 2000 includes a processor 2001 and a memory 2002 .

[0199] The processor 2001 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 2001 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), or a PLA (Programmable Logic Array). The processor 2001 may include a main processor and a coprocessor. The main processor is a processor for processing data in a wake-up state and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2001 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content to be displayed on a display. In some embodiments, the processor 2001 may include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.

[0200] Memory 2002 may include one or more computer-readable storage media, which may be non-transitory. Memory 2002 may include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices, etc. In some embodiments, the non-transitory computer-readable storage media in memory 2002 stores at least one instruction, which is executed by processor 2001 to implement the virtual world voice prompt method provided by the method embodiments herein.

[0201] In some embodiments, the computing device 2000 may further include a peripheral interface 2003 and at least one peripheral. The processor 2001, the memory 2002, and the peripheral interface 2003 may be connected by a bus or signal lines. Each peripheral may be connected to the peripheral interface 2003 by a bus, signal lines, or a circuit board. Specifically, the peripherals include at least one of a radio frequency circuit 2004, a display 2005, a camera 2006, an audio circuit 2007, a positioning component 2008, and a power source 2009.

[0202] In some embodiments, the computing device 2000 further includes one or more sensors 2010, including, but not limited to, an acceleration sensor 2011, a gyro sensor 2012, a pressure sensor 2013, a fingerprint sensor 2014, a light sensor 2015, and a proximity sensor 2016.

[0203] Those skilled in the art will appreciate that the configuration shown in FIG. 20 does not constitute a limitation on computing device 2000, which may include more or fewer components than shown, may combine some components, or may employ different component arrangements.

[0204] According to another aspect of the present application, there is further provided a computer storage medium, wherein at least one program code is stored in the computer-readable storage medium, and the program code is loaded and executed by a processor to realize the above-described voice prompt method in a virtual world.

[0205] According to another aspect of the present application, there is further provided a computer program product or computer program, the computer program product or computer program including computer instructions stored on a computer-readable storage medium, wherein a processor of a computing device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to cause the computing device to perform the method for voice prompts in a virtual world.

[0206] As referred to herein, "plurality" should be understood to mean two or more than two. "And / or" describes a relationship between related objects and indicates that a three-way relationship can exist. For example, A and / or B can indicate three cases: A exists alone, A and B exist together, or B exists alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship.

[0207] Those skilled in the art can understand that all or part of the steps for realizing the above embodiments may be completed by hardware, or may be completed by instructing relevant hardware by a program. The program may be stored in a computer-readable storage medium, and the storage medium may be a read-only memory, a magnetic disk, an optical disk, etc.

[0208] The above are only preferred embodiments of the present application and are not intended to limit the present application. Any amendments, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall fall within the scope of protection of the present application.

Claims

1. A method for presenting audio in a virtual world executed by a terminal, comprising: a step of displaying a viewpoint screen of a first virtual character, wherein compass information is displayed on the viewpoint screen, the compass information including a direction scale sequence, and the direction scale in the direction scale sequence is for indicating a horizontal direction in which the first virtual character is facing in the virtual world; controlling the first virtual character to act in the virtual world; and displaying a first audio indicator based on a first azimuth scale in the azimuth scale sequence when a first sound source is present in the surrounding environment of the first virtual character while the first virtual character is operating in the virtual world, the first audio indicator indicating a vertical direction corresponding to the first sound source; The step of displaying a first audio indicator based on a first azimuth scale in the azimuth scale sequence includes:

1. A method for audio presentation, comprising: displaying a first audio indicator having a visual representation based on the first azimuth scale in the sequence of azimuth scales, the first audio indicator being centered on the first azimuth scale, and the visual representation of the first audio indicator being for indicating a vertical azimuth of the first sound source.

2. The visual representation of the first audio indicator includes a first visual representation, the first visual representation for indicating a vertical orientation of the first sound source, the first visual representation comprising: the shape of the first audio indicator; a vertical orientation scale on the first audio indicator; an arrow in the first audio indicator; The method of claim 1 , further comprising at least one of: a textual presentation of the first audio indicator;

3. the vertical orientation includes an upper orientation, a middle orientation, and a lower orientation; displaying a first audio indicator having a visual representation based on the first azimuth scale in the azimuth scale sequence, displaying a first audio indicator having an upward shape based on the first azimuth scale in the azimuth scale sequence, the first audio indicator being for indicating that the vertical orientation of the first sound source is in the upward orientation; Or, a step of displaying a first audio indicator having a vertically symmetrical shape based on the first azimuth scale in the azimuth scale sequence, the first audio indicator being for indicating that the vertical orientation of the first sound source is the central azimuth; Or, 3. The audio presentation method of claim 2, further comprising a step of displaying a first audio indicator having a downward shape based on the first azimuth scale in the azimuth scale sequence, the first audio indicator being for indicating that the vertical orientation of the first sound source is the downward orientation.

4. displaying a first audio indicator having a visual representation based on the first azimuth scale in the azimuth scale sequence, displaying a first audio indicator having a vertical orientation scale based on the first orientation scale in the orientation scale sequence, the vertical orientation scale being for indicating a pitch angle of the first sound source relative to the first virtual character; Or, displaying a first audio indicator having an arrow based on the first azimuth scale in the azimuth scale sequence, the arrow direction being for indicating a vertical azimuth of the first sound source; Or, 3. The audio presentation method of claim 2, further comprising the step of displaying a first audio indicator having the textual presentation based on the first azimuth scale in the azimuth scale sequence, the textual presentation being for presenting a vertical orientation of the first sound source.

5. the first audio source emits a first sound, and the visual representation of the first audio indicator further comprises another visual representation; The first visual representation and the other visual representation are different types of visual representations, and the other visual representations are: a second visual representation for indicating a sound type of the first sound; and a third visual representation for indicating an audio volume of the first audio; and a fourth visual representation to indicate an audio distance of the first audio; and 3. The method of claim 2, further comprising at least one fifth visual representation for indicating an operating frequency of the first sound.

6. The method of claim 5 , further comprising determining a visual representation of the first voice indicator according to a voice parameter of the first voice.

7. The audio parameters include an audio type, and determining a visual representation of the first audio indicator according to the audio parameters of the first audio includes: The method of claim 6 , further comprising determining the second visual representation of the first voice indicator according to a voice type of the first voice.

8. The method of audio presentation of claim 7 , wherein the second visual representation comprises a color of the first audio indicator or an icon style of the first audio indicator.

9. the first sound indicator is represented by a sound wave amplitude spectrum, the third visual representation includes an amplitude size of the first sound wave amplitude spectrum, and the sound parameter includes a sound size; determining a visual representation of the first audio indicator according to audio parameters of the first audio, The audio presentation method according to claim 6 , further comprising the step of determining an amplitude size of the first sound wave amplitude spectrum according to an arrival sound size of the first audio at the first virtual character.

10. The method further includes determining the arrival sound size of the first sound according to an original sound size of the first sound and an influence parameter, wherein the influence parameter is: a distance between the first sound source and the first virtual character; equipment worn by the first virtual character; If the first sound source is a second virtual character, equipment worn by the second virtual character; The method of claim 9 , further comprising at least one of a material of the first sound source or a material in contact with the first sound source.

11. For the same original sound size, the reached sound size determined when the first virtual character is wearing headphones is larger than the reached sound size determined when the first virtual character is not wearing headphones; Or, For the same original sound size, the arrival sound size determined when the first virtual character is wearing a helmet is smaller than the arrival sound size determined when the first virtual character is not wearing a helmet; Or, The audio presentation method of claim 10, wherein for the same original audio size, the reached audio size determined when the second virtual character is wearing a muffler is smaller than the reached audio size determined when the first virtual character is not wearing a muffler.

12. the fourth visual representation includes a display start time of the first audio indicator, and the audio parameter includes audio propagation speed; determining a visual representation of the first audio indicator according to audio parameters of the first audio, 7. The audio presentation method of claim 6, further comprising a step of determining a display start time of the first audio indicator based on an audio propagation speed between the first sound source and the first virtual character, the display start time being later than a generation time of the first audio.

13. the first audio indicator is represented by a sound wave amplitude spectrum, the fifth visual representation includes a jitter frequency of the sound wave amplitude spectrum, and the audio parameter includes an operating frequency of the first audio source; determining a visual representation of the first audio indicator according to audio parameters of the first audio, The method of claim 6, further comprising determining a jitter frequency of the sound wave amplitude spectrum according to an operating frequency at which the first sound is emitted from the first sound source.

14. The audio presentation method according to any one of claims 1 to 13, wherein the visual representation of the first audio indicator includes at least one of a shape, a pattern, a color, a texture, a character, an animation effect, a display start time, a display duration, and a blanking time.

15. the sequence of orientation scales in the compass information corresponds to a visible orientation range of the first virtual character; The audio presentation method of any one of claims 1 to 13, further comprising the step of: when a second sound source is present in the surrounding environment of the first virtual character and the horizontal orientation of the second sound source is located outside the visible orientation range, displaying a second audio indicator based on an edge orientation scale that is closest to the horizontal orientation of the second sound source in the orientation scale sequence, wherein the second audio indicator is for indicating that the second sound source is present along the horizontal orientation indicated by the edge orientation scale.

16. The audio presentation method according to any one of claims 1 to 13, further comprising the step of cancelling the display of the first audio indicator if the first virtual character becomes hearing impaired.

17. The audio presentation method according to any one of claims 1 to 13, further comprising a step of determining, when at least two sounds are emitted from the first sound source and a generation time difference between the at least two sounds is less than a threshold, the audio with the loudest volume among the at least two sounds as the first audio.

18. A sound presentation device in a virtual world that is placed on a terminal, a display module for displaying a viewpoint screen of a first virtual character, the display module displaying compass information on the viewpoint screen, the compass information including a sequence of azimuth scales, the azimuth scales in the sequence of azimuth scales being for indicating a horizontal direction in which the first virtual character is facing in the virtual world; a control module for controlling the first virtual character to act in the virtual world; the display module further displays a first audio indicator based on a first azimuth scale in the azimuth scale sequence when a first sound source is present in an environment surrounding the first virtual character during the first virtual character's activity in the virtual world, the first audio indicator being for indicating a vertical direction corresponding to the first sound source; Displaying a first audio indicator based on a first azimuth scale in the azimuth scale sequence includes: and displaying a first audio indicator having a visual representation based on the first azimuth scale in the azimuth scale sequence, the first audio indicator being centered on the first azimuth scale, and the visual representation of the first audio indicator being for indicating a vertical azimuth of the first sound source.

19. A computing device including a processor and a memory, A computer device having at least one program stored in the memory, the at least one program being loaded and executed by the processor to implement the audio presentation method of any one of claims 1 to 13.

20. A program for causing a computer to execute the audio presentation method according to any one of claims 1 to 13.

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