Interactive animation processing method and device, storage medium and electronic device

By preconfiguring the virtual character sound values and multi-frame animation, the problem of low audio visualization efficiency in game development is solved, and real-time audio feedback in complex sound source environments is achieved.

WO2024124805A9PCT designated stage expired Publication Date: 2025-07-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2023/095879
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-12-12
Filing Date
2023-05-23
Publication Date
2025-07-17

AI Technical Summary

Technical Problem

The prior art has low efficiency in audio visualization operation in game development, especially in complex sound source environments, and it is difficult to achieve real-time feedback.

Method used

By obtaining the sound values of the controlled virtual characters before and after the game behavior, pre-configuring multi-frame sound animations, determining the target frame animation based on the sound values, and rendering and playing in the graphical user interface to prompt the change in the sound size.

Benefits of technology

It avoids real-time audio data acquisition, improves the efficiency of audio visualization operations, and realizes real-time audio feedback in complex sound source environments.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Disclosed are an interactive animation processing method and device, a storage medium and an electronic device. The method comprises: in response to a controlled virtual character executing a first game behavior in a game scene, acquiring a first sound value of the controlled virtual character before the first game behavior is executed and a second sound value after the first game behavior is executed; according to the first sound value and the second sound value, determining a target animation frame from a plurality of pre-configured sound animation frames used for representing the sound volume, wherein the plurality of sound animation frames comprise all animation frames between a first animation frame corresponding to the minimum sound value and a second animation frame corresponding to the maximum sound value; and displaying a sound interface control in a graphical user interface, and controlling the target animation frame to be rendered and played in the sound interface control, so as to prompt the change in sound volume of the controlled virtual character in the process of executing the first game behavior. The present disclosure solves the technical problem in the related art of low efficiency when an audio is visually operated.
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Description

Interactive animation processing method, device, storage medium and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This disclosure claims priority to Chinese patent application number 202211590835.8, filed on December 12, 2022, entitled “Processing method, device, storage medium and electronic device for interactive animation”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of computers, and in particular to a method, device, storage medium, and electronic device for processing interactive animation. Background Art

[0004] Currently, a common solution for visualizing sound volume in internet products involves capturing an audio signal from a microphone or audio file, generating a data set containing frequency and level information based on the audio's spectrum, and then converting the data set into a visual pattern. This pattern changes with the current pitch and frequency of the audio. However, this method only works for audio with a relatively simple signal source, such as voice input or music playback. When used in game development, the computational complexity becomes very complex, resulting in low audio visualization efficiency.

[0005] To address the above-mentioned problems, no effective solutions have been proposed so far.

[0006] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute relevant technology known to ordinary technicians in the field.

[0007] Summary of the Invention

[0008] At least some embodiments of the present disclosure provide a method, device, storage medium, and electronic device for processing interactive animation to at least solve the technical problem of low efficiency in performing audio visualization operations in related technologies.

[0009] According to one embodiment of the present disclosure, a method for processing interactive animation is provided, wherein a graphical user interface is provided through a terminal device, and content displayed by the graphical user interface includes at least a portion of a game scene, wherein the game scene includes a controlled virtual character, and the method includes: in response to the controlled virtual character performing a first game behavior in the game scene, obtaining a first sound value of the controlled virtual character before performing the first game behavior and a second sound value after performing the first game behavior, wherein the first sound value and the second sound value are pre-configured game parameters for characterizing the sound state of the controlled virtual character before and after the first game behavior is performed; according to the first sound value and the second sound value, determining a target frame animation from a pre-configured multi-frame sound animation for characterizing sound size, wherein the multi-frame sound animation includes all animation frames from a first animation frame corresponding to the minimum sound value to a second animation frame corresponding to the maximum sound value; displaying a sound interface control in the graphical user interface, and controlling the rendering and playback of the target frame animation within the sound interface control to prompt the controlled virtual character of the sound size change during the execution of the first game behavior.

[0010] According to one embodiment of the present disclosure, an interactive animation processing device is also provided, which provides a graphical user interface through a terminal device, wherein the graphical user interface display content includes at least part of a game scene, and the game scene includes a controlled virtual character. The device includes: an acquisition module, configured to execute, in response to the controlled virtual character executing a first game behavior in the game scene, to obtain a first sound value of the controlled virtual character before executing the first game behavior and a second sound value after executing the first game behavior, wherein the first sound value and the second sound value are pre-configured game parameters for characterizing the sound state of the controlled virtual character before and after executing the first game behavior; a determination module, configured to execute, based on the first sound value and the second sound value, determining a target frame animation from a pre-configured multi-frame sound animation for characterizing sound volume, wherein the multi-frame sound animation includes all animation frames between a first animation frame corresponding to the minimum sound value and a second animation frame corresponding to the maximum sound value; and a control module, configured to execute displaying a sound interface control in the graphical user interface and controlling the rendering and playback of the target frame animation within the sound interface control to prompt the controlled virtual character of the sound volume changes during the execution of the first game behavior.

[0011] According to one embodiment of the present disclosure, a non-volatile storage medium is further provided, in which a computer program is stored. The computer program is configured to execute any of the above-mentioned interactive animation processing methods when running.

[0012] According to one embodiment of the present disclosure, an electronic device is further provided, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above-mentioned cunning animation processing methods.

[0013] In at least some embodiments of the present disclosure, in response to a controlled virtual character performing a first game behavior in a game scene, a first sound value of the controlled virtual character before performing the first game behavior and a second sound value after performing the first game behavior are obtained; wherein the first sound value and the second sound value are pre-configured game parameters for characterizing the sound state of the controlled virtual character before and after the first game behavior is performed; based on the first sound value and the second sound value, a target frame animation is determined from a pre-configured multi-frame sound animation for characterizing the sound size, wherein the multi-frame sound animation includes all animation frames from a first animation frame corresponding to the minimum sound value to a second animation frame corresponding to the maximum sound value; a sound interface control is displayed in a graphical user interface, and the rendering and playback of the target frame animation within the sound interface control is controlled to prompt the change in the sound size of the controlled virtual character during the execution of the first game behavior. It is easy to notice that game parameters for characterizing the sound state of the controlled virtual character before and after the execution of the first game behavior, that is, the first sound value and the second sound value, can be pre-configured, and a multi-frame sound animation for representing the sound size can be pre-configured. The target frame animation is determined based on the first sound value and the second sound value, so that the multi-frame sound animation can be adjusted, which can avoid real-time acquisition of audio data in the game. Only by obtaining the game parameters of the sound state of the controlled virtual character before and after the execution of the first game behavior, the simulated audio can be obtained, thereby realizing the visualization operation of the audio, and thus solving the technical problem of low efficiency in the visualization operation of audio in the related technology. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] The drawings described herein are used to provide a further understanding of the present disclosure and constitute a part of this application. The illustrative embodiments of the present disclosure and their descriptions are used to explain the present disclosure and do not constitute an improper limitation of the present disclosure. In the drawings:

[0015] FIG1 is a hardware structure block diagram of a mobile terminal for an interactive animation processing method according to one embodiment of the present disclosure;

[0016] FIG2 is a flow chart of an interactive animation processing method according to one embodiment of the present disclosure;

[0017] FIG3 is a schematic diagram of an optional target lateral coordinate system according to one embodiment of the present disclosure;

[0018] FIG4 is a schematic diagram of an optional target longitudinal coordinate system according to one embodiment of the present disclosure;

[0019] FIG5 is a schematic diagram of an optional second transverse texture coordinate system according to one embodiment of the present disclosure;

[0020] FIG6 is a schematic diagram of an optional third transverse texture coordinate system according to one embodiment of the present disclosure;

[0021] FIG7 is an optional preset mask diagram according to one embodiment of the present disclosure;

[0022] FIG8 is a structural block diagram of a device according to one embodiment of the present disclosure;

[0023] FIG9 is a schematic diagram of an electronic device according to one embodiment of the present disclosure. DETAILED DESCRIPTION

[0024] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present disclosure.

[0025] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0026] According to one embodiment of the present disclosure, an embodiment of an interactive animation processing method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0027] The method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (Mobile Internet Devices, referred to as MID), a PAD, a game console and other terminal devices. Figure 1 is a hardware structure block diagram of a mobile terminal of an interactive animation processing method according to an embodiment of the present disclosure. As shown in Figure 1, the mobile terminal may include one or more (only one is shown in Figure 1) processors 102 (the processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor (NPU), a tensor processing unit (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may further include a transmission device 106 for communication functions, an input and output device 108 and a display device 110. It will be understood by those skilled in the art that the structure shown in Figure 1 is only illustrative and does not limit the structure of the mobile terminal. For example, the mobile terminal may also include more or fewer components than shown in FIG. 1 , or have a configuration different from that shown in FIG. 1 .

[0028] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the interactive animation processing method in the embodiment of the present disclosure. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, realizes the above-mentioned interactive animation processing method. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include a memory remotely located relative to the processor 102, and these remote memories can be connected to the mobile terminal via a network. Examples of the above-mentioned network include but are not limited to the Internet, corporate intranet, local area network, mobile communication network and combinations thereof.

[0029] The transmission device 106 is used to receive or send data via a network. A specific example of the aforementioned network may include a wireless network provided by the mobile terminal's communications provider. In one embodiment, the transmission device 106 includes a network interface controller (NIC), which can be connected to other network devices via a base station to enable communication with the Internet. In another embodiment, the transmission device 106 may be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0030] Inputs to the input / output devices 108 can come from a variety of human interface devices (HIDs). Examples include keyboards and mice, game controllers, and other specialized game controllers (e.g., steering wheels, fishing rods, dance mats, remote controls, etc.). Some HIDs provide output functions in addition to input, such as force feedback and vibration on game controllers and audio output on controllers.

[0031] The display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display"). The LCD may enable a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal may have a graphical user interface (GUI), and the user may interact with the GUI by finger contacts and / or gestures on the touch-sensitive surface. The human-computer interaction functions herein may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or readable storage medium executable by one or more processors.

[0032] In one embodiment of the present disclosure, the interactive animation processing method can be run on a local terminal device or a server. When the interactive animation processing method is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0033] In an optional embodiment, various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive animation processing method are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0034] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0035] The methods involved in related technologies are only suitable for audio with a relatively single signal source, such as voice input and music playback. When used in game development, the computational complexity becomes very complex. For example, the real-time sound heard by players in the game is not a single sound source, but is derived from complex ambient sounds, collision sounds caused by player actions, and even global sound effects through complex weighting calculations. If related solutions are used to monitor noise in the game at this time, the following problems will arise:

[0036] 1. The amount of calculation is huge. From the moment a player makes an action to the moment they see a notification that their noise level has increased, they have to go through a lengthy linear process of "making an action - calculating audio - playing various audios - capturing synthesized audio - converting sound signals into visual graphics - and then outputting graphics". This not only wastes a lot of development manpower, but also leads to a waste of game performance and even lag.

[0037] 2. When providing real-time feedback on the noise generated by a player's actions in a specific environment, the player's behavior is the determining factor, while uncontrollable ambient sound and global music are considered interference. In this case, if relevant technical methods are used, the effect will become more difficult to control.

[0038] First, the technical terms or technical terms that appear in the embodiments of the present disclosure are explained as follows:

[0039] Refers to shader language: a language that can use specific code to write the content displayed on the model can also be called Shader.

[0040] Editor: refers to software that allows designers to create interfaces and animation segments of interface components. It can also be called BootstrspUI Editor, or UI Editor for short. Shaders and UI editors can be imported into the game engine as resources. The program can monitor the behavior of players in the game and call various resources for playback and display in the game.

[0041] Texture coordinate system: It can also be called UV map. UV refers to the abbreviation of UV texture mapping coordinates. It is similar to the X, Y, and Z axes of the spatial model. It defines the position information of each point on the image.

[0042] Time parameter: The time parameter here is a parameter that comes with the programming language. It can automatically read the real-time time inside the engine and output it to the shader as a variable to participate in the calculation. The significance of introducing the time parameter here is to turn the static shader picture into a dynamic picture that changes over time.

[0043] An expression node is a node that can cause a texture coordinate system to perform cyclic translation and scrolling along a certain direction. You can insert two texture coordinate systems with different aspect ratios into two expression nodes, and make them translate in different directions and speeds. This allows the two moving coordinate systems to turn a static noise map into a dynamic one. Multiplying two noise maps with different speeds can produce a more random scrolling data set.

[0044] Noise map: It is a black and white map with irregular colors scattered on it. Sampling it can get a set of irregularly changing 0-1 numbers. Therefore, you can load a static noise map as the calculation material for generating rolling random values.

[0045] Mask map: It is used to mask the image. The image can be cropped into the required form through the mask. Take the transparency mask map as an example to illustrate. Assume that black represents 0 and white represents 1. In terms of transparency, 0 represents complete transparency and 1 represents complete opacity. Therefore, you can load a picture with a white center and black surroundings as a transparency mask and multiply it with the noise pattern: According to the rule of 1*n=n, 0*n=0, the black part of the mask map will make the surrounding of the multiplication result black, while the white part in the middle will completely retain the appearance of the map. Then output this operation result to the final transparency channel of the shader, and you can get a pattern with transparent black parts and opaque white parts.

[0046] In one possible implementation, an embodiment of the present disclosure provides an interactive animation processing method, wherein a graphical user interface is provided via a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. FIG2 is a flow chart of an interactive animation processing method according to one embodiment of the present disclosure, wherein a graphical user interface is provided via a terminal device, wherein the content displayed by the graphical user interface includes a touch-sensitive area. As shown in FIG2 , the method includes the following steps:

[0047] Step S202, in response to the controlled virtual character performing a first game behavior in the game scene, obtain a first sound value of the controlled virtual character before performing the first game behavior and a second sound value after performing the first game behavior, wherein the first sound value and the second sound value are pre-configured game parameters for characterizing the sound state of the controlled virtual character before and after the execution of the first game behavior.

[0048] The above-mentioned game scene may include virtual characters, virtual animals, etc. in the game. Optionally, the virtual characters and virtual animals may be in a non-static state.

[0049] The above-mentioned controlled virtual characters can be virtual people, virtual animals, etc. in the game scene. Optionally, the virtual people and virtual animals can perform actions, for example, a virtual person fighting in the game scene, a virtual person driving a vehicle in the game scene, a virtual animal talking in the game scene, etc.

[0050] The first game behavior mentioned above may be a state of performing an action. Optionally, the action may include but is not limited to fighting, running, walking, talking, etc.

[0051] The above-mentioned game parameters may be specific values. Optionally, the game parameters may include running speed, swimming speed, etc.

[0052] In an optional embodiment, the real-time state of a controlled virtual character in the game scene can be obtained by monitoring the game scene, wherein the real-time state of the controlled virtual character can be the real-time actions of the controlled virtual character. Optionally, a first sound value before the controlled virtual character performs a first game behavior and a second sound value after the controlled virtual character performs the first game behavior can be pre-set. The first sound values ​​corresponding to different controlled virtual characters are different, and the second sound values ​​corresponding to different first game behaviors performed by different controlled virtual objects are different. Furthermore, the second sound values ​​generated by the same controlled virtual object when performing different first game behaviors are also different. Optionally, a corresponding program can be used to monitor the game scene and supervise the behavior of the controlled virtual character to obtain the character type of the controlled virtual character and the specific type of first game behavior performed. The corresponding data can be determined from the pre-set first sound value and second sound value to obtain game parameters of the sound state of the controlled virtual object before performing the first game behavior and game parameters of the state after performing the first game behavior. Optionally, these parameters can be used to visualize the audio data.

[0053] Step S204, determining a target frame animation from a pre-configured multi-frame sound animation for representing the sound size based on the first sound value and the second sound value, wherein the multi-frame sound animation includes all animation frames between a first animation frame corresponding to the minimum sound value and a second animation frame corresponding to the maximum sound value.

[0054] The multi-frame sound animation can be used to display the action behaviors corresponding to the different second sound values ​​emitted when the controlled virtual object performs different first game behaviors. Optionally, a changing sound wave graph can be used to represent the multi-frame sound animation.

[0055] The target frame animation may be a sound animation corresponding to the second sound value emitted by the controlled virtual object in the current time period in the multi-frame sound animation.

[0056] In an optional embodiment, after obtaining the second sound value, a sound wave of varying lengths can be generated based on the magnitude of the second sound value, with the change in the sound wave representing the change in the second sound value. Optionally, since the second sound value of the controlled virtual object may change, the frequency and amplitude of the sound wave may also change accordingly. For example, if the controlled virtual object's current state determines that the first game behavior performed by the controlled virtual object is running, and the second sound value is 42, then the next second, based on the current state of the controlled virtual object, the controlled virtual object's first game behavior is crouching, and the second sound value is 25, then the frequency and amplitude of the sound wave representing the second sound value will also change accordingly. That is, the speed of the sound wave's change and the length of the sound wave will change. Alternatively, if the controlled virtual object's second sound value determines that the first game behavior performed by the controlled virtual object is jogging, and the second sound value is 42, then the controlled virtual object increases its running speed the next second. Therefore, the speed of the sound wave's change and the length of the sound wave will change. Optionally, a parameter can be set to interfere with the sound wave so that the waveform changes with the actual sound source volume.

[0057] In another optional embodiment, during game development, a solution is needed to effectively display the volume of the game scene in real time to provide prompts to players. This eliminates the need to monitor the in-game audio; the audio can be visualized solely based on the second sound value of the controlled virtual object in the game scene.

[0058] Step S206: display a sound interface control in the graphical user interface, and control the rendering and playback of the target frame animation in the sound interface control to prompt the change in the volume of the sound of the controlled virtual character during the execution of the first game behavior.

[0059] The above-mentioned graphical user interface can be a display interface of the game, wherein the graphical user interface can include a sound interface control, and the sound interface control can be used to represent the size generated when the controlled virtual character performs the first game behavior in an animated form.

[0060] In an optional embodiment, different sound source volumes generated by the controlled virtual character when performing the first game behavior can be preset. That is, a fixed sound source volume can be set for each first game behavior, where the sound source volume represents the volume of the sound produced by the controlled virtual character during the first game behavior. For example, the sound source volume for sneaking can be set to 42, and the sound source volume for running can be set to 65, but the present invention is not limited thereto.

[0061] Table 1 below is a state information table of a controlled virtual object according to an embodiment of the present disclosure. As shown in Table 1, the acquired first game behaviors can be numbered, for example, sneaking is marked as 1, running is marked as 2, driving is marked as 3, crouching is marked as 4, skills are marked as 5, archery is marked as 6, combat is marked as 7, and wall-climbing is marked as 8. The sound source volume corresponding to each first game behavior can also be pre-set, for example, the sound source volume of sneaking is set to 42, the sound source volume of running is set to 65, the sound source volume of driving is set to 70, the sound source volume of crouching is set to 25, the sound source volume of skills is set to 69, the sound source volume of archery is set to 40, the sound source volume of combat is set to 75, and the sound source volume of wall-climbing is set to 80. Optionally, after detecting the first game behavior executed by the controlled virtual object, the sound source volume corresponding to the first game behavior can be determined based on the pre-set first game behavior type, and the second sound value of the controlled virtual character when executing the first game behavior can be determined based on the sound source volume.

[0062] In an optional embodiment, the sound source volume can be corrected by setting an attenuation function, wherein the attenuation function can be a corresponding mathematical formula, which can be used to correct the data to make the data more realistic. For example, the sound source volume corresponding to stealth under ideal conditions is 42, but in fact, during the stealth process, the character's physical strength changes and the breathing is uneven, which will cause the sound source volume during the stealth process to be unstable. Optionally, the sound source volumes marked as 1, 2, 3, 4, 5, 6, 7, and 8 can be corrected respectively through the attenuation function, so that the sound source volume can be closer to reality. Optionally, since the amplitude of the change of different sound source types is different, different attenuation functions can be set for different sound source volumes.

[0063] Table 1

[0064] In at least some embodiments of the present disclosure, in response to a controlled virtual character performing a first game behavior in a game scene, a first sound value of the controlled virtual character before performing the first game behavior and a second sound value after performing the first game behavior are obtained; wherein the first sound value and the second sound value are pre-configured game parameters for characterizing the sound state of the controlled virtual character before and after the first game behavior is performed; based on the first sound value and the second sound value, a target frame animation is determined from a pre-configured multi-frame sound animation for characterizing the sound size, wherein the multi-frame sound animation includes all animation frames from a first animation frame corresponding to the minimum sound value to a second animation frame corresponding to the maximum sound value; a sound interface control is displayed in a graphical user interface, and the rendering and playback of the target frame animation within the sound interface control is controlled to prompt the change in the sound size of the controlled virtual character during the execution of the first game behavior. It is easy to notice that game parameters for characterizing the sound state of the controlled virtual character before and after the execution of the first game behavior, that is, the first sound value and the second sound value, can be pre-configured, and a multi-frame sound animation for representing the sound size can be pre-configured. The target frame animation is determined based on the first sound value and the second sound value, so that the multi-frame sound animation can be adjusted, which can avoid real-time acquisition of audio data in the game. Only by obtaining the game parameters of the sound state of the controlled virtual character before and after the execution of the first game behavior, the simulated audio can be obtained, thereby realizing the visualization operation of the audio, and thus solving the technical problem of low efficiency in the visualization operation of audio in the related technology.

[0065] Optionally, a sound interface control is displayed in a graphical user interface, and the rendering and playback of a target frame animation is controlled within the sound interface control, including: matching multiple frames of sound animation according to a first sound value and a second sound value to obtain a target frame animation, and using a first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and using a second animation frame corresponding to the second sound value as the last frame of the target frame animation; and controlling the rendering and playback of the target frame animation within the sound interface control.

[0066] The above-mentioned first animation frame can be an animation frame corresponding to the first sound value. After determining the first sound value, the animation frame corresponding to the first sound value can be determined from the pre-set multi-frame sound animation, and the animation frame corresponding to the first sound value can be determined as the initial frame of the target frame animation.

[0067] The above-mentioned second animation frame can be an animation frame corresponding to the second sound value. After determining the second sound value, the animation frame corresponding to the second sound value can be determined from the pre-set multi-frame sound animation, and the animation frame corresponding to the second sound value can be determined as the last frame of the target frame animation.

[0068] In an optional embodiment, the first sound value and the second sound value can be matched with a pre-set multi-frame sound animation, and the animation frame corresponding to the first sound value can be determined as the initial frame of the target frame animation, and the animation frame corresponding to the second sound value can be determined as the last frame of the target frame animation, thereby obtaining the target frame animation. Optionally, after determining the target frame animation, the target animation frame can be displayed through the sound interface control on the game interface, thereby realizing the visualization of the audio data.

[0069] Optionally, according to the first sound value and the second sound value, the first sound animation and the second sound animation are determined from multiple frames of sound animation respectively, including: mapping the first sound value and the second sound value to the multiple frames of sound animation respectively to obtain the first sound animation and the second sound animation.

[0070] The first sound animation mentioned above may be a sound animation corresponding to the first sound value.

[0071] The second sound animation mentioned above may be a sound animation corresponding to the second sound value.

[0072] In an optional embodiment, after obtaining the first sound value and the second sound value, the first sound value and the second sound value can be matched with a preset multi-frame sound animation to achieve a one-to-one match. Optionally, after matching the first sound value and the second sound value with the preset multi-frame sound animation, the sound animation corresponding to the first sound value can be determined as the first sound animation, and the sound animation corresponding to the second sound value can be determined as the second sound animation. Optionally, the first sound animation and the second sound animation can be used to determine the target frame animation.

[0073] Optionally, a sound interface control is displayed in a graphical user interface, and the rendering and playback of a target frame animation is controlled within the sound interface control, including: rendering a preset display area within the sound interface control through a shader node so that the sound interface control plays the target frame animation.

[0074] The above-mentioned shading node can be used to play and display the target frame animation on the game interface. Optionally, after obtaining the target frame animation, the target frame animation can be rendered and played using the shader node, thereby realizing the visualization operation of the audio data.

[0075] Optionally, the method also includes: obtaining multiple game behaviors pre-set for the controlled virtual character; configuring game parameters of the multiple game behaviors according to the sound states corresponding to the multiple game behaviors and the preset volume range, wherein the game parameters are used to represent the sound states of the multiple game behaviors using sound values.

[0076] The above-mentioned multiple game behaviors may be preset by those skilled in the art. For example, the multiple game behaviors may include but are not limited to running, sneaking, and swimming.

[0077] The sound states corresponding to the above-mentioned multiple game behaviors may include but are not limited to the volume of the sound, that is, the volume of the sound source.

[0078] The aforementioned game parameters can be determined based on the state of the controlled virtual objects in the game and the volume of the sound source. Optionally, the size of the sound wave can be determined based on the game parameters. Optionally, the game parameter can be a numerical variable used to adjust the amplitude of the sound wave in the multi-frame sound animation, thereby making the displayed sound animation more realistic. Furthermore, the entire interactive animation processing method can be encapsulated and an external interface can be provided, and the user can input the game parameters into the interface.

[0079] In an optional embodiment, after obtaining the game parameters and the sound source volume, since the game parameters and the sound source volume may change in real time, it is necessary to set a game parameter to adjust the sound wave so that the sound wave changes, thereby adjusting the target frame animation.

[0080] In another optional embodiment, the sound source volume is generated by the current state of the controlled virtual object in the game. The behavior of the controlled virtual object can be defined as different states in the game, and each state has a corresponding sound source volume. The state change of the controlled virtual object will cause the current actual sound source volume to change. Therefore, it is necessary to set game parameters to interfere with the sound waves, so as to adjust the target frame animation.

[0081] Optionally, the method also includes, in response to the controlled virtual character completing the first game behavior in the game scene, obtaining an attenuation function corresponding to the first game behavior; attenuating the second sound value based on the attenuation function to obtain a third sound value; determining a preset frame animation from a pre-configured multi-frame sound animation for representing the sound size based on the second sound value and the third sound value; and controlling the rendering and playback of the preset frame animation in the sound interface control.

[0082] In an optional embodiment, the first game action may be a relatively short-duration game action, such as using a skill. After the first game action ends, to make the first game action more realistic, a decay function corresponding to the first game action may be obtained. The decay function is used to decay the second sound value corresponding to the first game action to obtain a first sound value for transition, so that the second sound value can be used to transition the end of the first game action.

[0083] In another optional embodiment, when the controlled virtual object performs the first game behavior, since the state of the controlled virtual object may change, the game parameters can be set to interfere with the sound waves of the preset frame animation, thereby adjusting the preset frame animation. For example, some attenuation formulas can be used to gradually reduce the sound source volume of the second sound value to simulate the attenuation of the actual sound volume. That is, the sound source volume is attenuated, and the sound source volumes after attenuation calculation are put together and the final sound source volume is calculated according to different weights. Different sound source volumes can correspond to different attenuation functions.

[0084] For example, when a change in the running speed of a controlled virtual object is detected, the running speed at that moment can be input into the attenuation function to obtain the game parameters. The volume of the sound source used to represent running can be adjusted using the game parameters, so that the displayed preset frame animation can be more accurate.

[0085] For example, a multi-frame sound animation is a 100-frame animation that changes from quiet to noisy. The waveform adjusted by the game parameters can directly correspond to the animation performance of the corresponding frame. For example, if the actual sound source volume changes from 20 to 50, the animation from the 20th frame to the 50th frame will be played.

[0086] Optionally, the method also includes: constructing a texture coordinate system; performing calculation processing on the texture coordinate system to obtain an original transverse texture coordinate system and an original longitudinal texture coordinate system; adding noise variables to the original transverse texture coordinate system to obtain a target transverse texture coordinate system; processing the original longitudinal texture coordinate system based on a preset absolute value to obtain a target longitudinal texture coordinate system; and generating a multi-frame sound animation based on the target transverse texture coordinate system and the target longitudinal texture coordinate system.

[0087] The above-mentioned texture coordinate system may be a coordinate system on a specified area. The coordinate system may have multiple vertices, each vertex having a corresponding color. Optionally, the coordinate range of the texture coordinate system may be 0 to 1.

[0088] The original horizontal texture coordinate system and the original vertical texture coordinate system can be separated from the texture coordinate system. Optionally, the coordinate range of the entire texture coordinate system can be expanded, wherein the expansion multiple is not limited. For example, the coordinate system range can be expanded by two times and then subtracted by 1, thereby adjusting the range of the texture coordinate system from 0 to 1 to -1 to -1.

[0089] The above-mentioned target transverse texture coordinate system can be obtained from the original texture coordinate system. Optionally, the required part can be cut out from the original transverse texture coordinate and determined as the target transverse texture coordinate. Figure 3 is a schematic diagram of an optional target transverse coordinate system according to an embodiment of the present disclosure. As shown in Figure 3, since the range of the coordinate system in the original transverse texture coordinate is small, the entire coordinate system can be expanded. The expansion multiple can be set by the user. Taking the expansion of 20 times as an example, the entire coordinate system can be expanded 20 times, and the range of the target transverse coordinate system is changed to negative 20 to positive 20.

[0090] The above-mentioned target longitudinal texture coordinate system can be obtained from the original longitudinal texture coordinate system. Optionally, the required part can be cut out from the original longitudinal texture coordinate and determined as the target longitudinal texture coordinate. Figure 4 is a schematic diagram of an optional target longitudinal coordinate system according to an embodiment of the present disclosure. As shown in Figure 4, the user can adjust the range of the target longitudinal texture coordinate system by setting a preset absolute value. For example, take the absolute value of the original longitudinal coordinate system, multiply the absolute value by negative 1, and add 0.1 to change the range of the target longitudinal coordinate system.

[0091] In an optional embodiment, after determining the target transverse texture coordinate system and the target longitudinal texture coordinate system, a waveform corresponding to the sound source volume can be generated using the target transverse texture coordinate system and the target longitudinal texture coordinate system, thereby obtaining a multi-frame sound animation.

[0092] Optionally, a noise variable is added to the original transverse texture coordinate system to obtain a target transverse texture coordinate system, including: processing the original transverse texture coordinate system based on a time variable to obtain a first transverse texture coordinate system, wherein the first transverse texture coordinate system changes based on the time variable; processing the first transverse texture coordinate system based on a periodic function to obtain a second transverse texture coordinate system, wherein the second transverse texture coordinate system changes periodically based on the time variable; processing the second transverse texture coordinate system based on the noise variable to obtain a third transverse texture coordinate system; processing the third transverse texture coordinate system based on a random number set to obtain a target transverse texture coordinate system.

[0093] The above-mentioned time variable can be a time parameter, which can obtain the running time in the game in real time and can change continuously. The time parameter can be set by the user. Optionally, by introducing the time variable, a dynamic waveform graph that changes continuously with time can be generated.

[0094] The first transverse texture coordinate system mentioned above can be obtained by processing the original transverse texture coordinate system through the time variable.

[0095] The aforementioned periodic function may be a sine function.

[0096] The above-mentioned second transverse texture coordinate system can be obtained by processing the first transverse texture coordinate system through a sine function. Figure 5 is a schematic diagram of an optional second transverse texture coordinate system according to an embodiment of the present disclosure. As shown in Figure 5, the calculation results in the first transverse texture coordinate system can be substituted into the sine function to obtain the second transverse texture coordinate system.

[0097] The third transverse texture coordinate system can be obtained by processing the second transverse texture coordinate system using a noise variable. The noise variable can be a constant parameter that can be set by the user. The value of the noise variable can be adjusted by the user within the editor panel after being encapsulated in the shader. Figure 6 is a schematic diagram of an optional third transverse texture coordinate system according to an embodiment of the present disclosure. As shown in Figure 6, the amplitude of the sine function difference can be controlled by multiplying the noise variable with the sine function.

[0098] The above-mentioned random number set can be used to perform stretching processing on the third transverse texture coordinate system, thereby obtaining a target transverse coordinate system.

[0099] In an optional embodiment, after obtaining an original transverse texture coordinate system, the user can set a time variable to process the original transverse texture coordinate system, thereby obtaining a first transverse texture coordinate system. After obtaining the first transverse texture coordinate system, a sine function can be introduced to process the first transverse texture coordinate system, thereby obtaining a second transverse texture coordinate system. Optionally, a noise variable can be set on this basis to adjust the second transverse texture coordinate system, thereby obtaining a third transverse texture coordinate system. Optionally, a target transverse texture coordinate system can be obtained by introducing a random number set to process the third transverse texture coordinate system, wherein the target transverse texture coordinate system can be used to generate a multi-frame sound animation.

[0100] Optionally, generating a multi-frame sound animation based on the target transverse coordinate texture and the target longitudinal coordinate texture includes: adding the target longitudinal texture coordinate system and the target transverse texture coordinate system to obtain the target texture coordinate system; and generating a multi-frame sound animation based on the target texture coordinate system.

[0101] In an optional embodiment, after obtaining the target transverse texture coordinate system and the target longitudinal texture coordinate system, the target transverse texture coordinate system can be added to the target longitudinal texture coordinate system to obtain the target texture coordinate system. Optionally, the target texture coordinate system can be used to generate multi-frame sound animation.

[0102] Optionally, a multi-frame sound animation is generated based on the target texture coordinate system, including: smoothing the target texture coordinate system using a smooth step function to obtain a smooth texture coordinate system; merging the preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, wherein a preset area of ​​the preset mask image is an opaque area, and other areas of the preset mask image except the preset area are transparent areas; adjusting the mask texture coordinate system based on a transparency variable and a color variable to obtain a target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

[0103] The above-mentioned smooth step function (Smoothstep) can be used to smooth the target texture coordinate system, wherein the Smoothstep function can be used to make a specified range present a smoother transition. The above-mentioned specified range can be set by the user. Optionally, the use of the Smoothstep function can prevent the pixel boundaries of the generated target coordinate system from generating jagged edges due to sudden transparency changes, thereby making the target coordinate system visually smoother.

[0104] The smoothed texture coordinate system can be obtained by smoothing the target texture coordinate system using a smooth step function.

[0105] The above-mentioned preset mask map can be used to modify the outer contour of the smooth texture coordinate system and add color attributes. Figure 7 is an optional preset mask map according to an embodiment of the present disclosure. As shown in Figure 7, the preset mask map can be a white spherical mapping node.

[0106] The above mask texture coordinate system can be used to display multi-frame sound animation.

[0107] The aforementioned preset area may be an area where a preset mask image is located.

[0108] The above transparency variable and color variable can be set by the user. For example, the transparency variable can be set from 0 to 1, and the color variable can be set to a four-digit parameter to control the color change.

[0109] In an optional embodiment, after obtaining the target texture coordinate system, the target texture coordinate system can be smoothed using the Smoothstep function to obtain a smooth texture coordinate system. Optionally, the user can set a preset mask image and merge the preset mask image with the smooth texture coordinate system to modify the smooth texture coordinate system, and add a color attribute to the smooth texture coordinate system to obtain a mask texture coordinate system. Optionally, the preset area where the preset mask image is located in the smooth texture coordinate system is an opaque area, and other areas except the preset area are transparent areas. Optionally, a transparency variable and a color variable can also be set to adjust the color and transparency of the mask texture coordinate system to obtain the target texture coordinate system.

[0110] Optionally, the method also includes: processing the texture coordinate system using a first preset parameter to obtain a first texture coordinate system; processing the texture coordinate system using a second preset parameter to obtain a second texture coordinate system, wherein the second preset parameter is different from the first preset parameter; processing the first texture coordinate system and the second texture coordinate system according to a time variable and a preset time scrolling parameter respectively to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; and obtaining a random number set by multiplying the first number set and the second number set.

[0111] The first preset parameter mentioned above can be set by the user, wherein the first preset parameter can be used to perform stretching processing on the texture coordinate system.

[0112] The first texture coordinate system mentioned above can be obtained by stretching the texture coordinate system.

[0113] The second preset parameter mentioned above can be set by the user, wherein the second preset parameter can be used to perform stretching processing on the texture coordinate system. Optionally, the second preset parameter is different from the first preset parameter.

[0114] The second texture coordinate system mentioned above can be obtained by stretching the texture coordinate system.

[0115] The above-mentioned preset time scrolling parameters can be used to adjust the direction and speed of the scrolling of the first texture coordinate system and the second texture coordinate system over time according to the time variable.

[0116] The first number set mentioned above can be obtained by processing the first texture coordinate system using a time variable and a preset time scrolling parameter.

[0117] The second number set mentioned above can be obtained by processing the second texture coordinate system using the time variable and the preset time scrolling parameter.

[0118] In an optional embodiment, a user can set first and second preset parameters, respectively, to stretch the texture coordinate system, thereby obtaining a first and second texture coordinate system. Furthermore, the time-varying first and second texture coordinate systems obtained after stretching are mapped to an inserted noise map, thereby obtaining two sets of random numbers with different rates of change, namely, a first number set and a second number set. The noise map can be a set of numbers. Specifically, the first texture coordinate system can be processed using a time variable and a preset time rolling parameter to obtain a first number set, while the second texture coordinate system can be processed using a time variable and a preset time rolling parameter to obtain a second number set. Furthermore, the first and second number sets can be multiplied to obtain a random number set. Optionally, the random number set can be used to stretch a third transverse texture coordinate system to obtain a target transverse coordinate system.

[0119] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, of course, it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods of the various embodiments of the present disclosure.

[0120] In this embodiment, a device is also provided for implementing the above-mentioned embodiments and preferred embodiments. Details already described are omitted for brevity. As used below, the terms "unit" and "module" may refer to a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation using hardware, or a combination of software and hardware, is also possible and contemplated.

[0121] FIG8 is a structural block diagram of an apparatus according to one embodiment of the present disclosure. A graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes a touch area. As shown in FIG8 , the apparatus includes:

[0122] The acquisition module 802 is configured to execute, in response to the controlled virtual character performing a first game behavior in the game scene, to obtain a first sound value of the controlled virtual character before performing the first game behavior and a second sound value after performing the first game behavior, wherein the first sound value and the second sound value are pre-configured game parameters for characterizing the sound state of the controlled virtual character before and after the execution of the first game behavior.

[0123] The determination module 804 is configured to determine the target frame animation from a pre-configured multi-frame sound animation for representing the sound size based on the first sound value and the second sound value, wherein the multi-frame sound animation includes all animation frames between the first animation frame corresponding to the minimum sound value and the second animation frame corresponding to the maximum sound value.

[0124] The control module 806 is configured to display a sound interface control in the graphical user interface and control the rendering and playback of the target frame animation in the sound interface control to prompt the change in the volume of the sound of the controlled virtual character during the execution of the first game behavior.

[0125] Optionally, the control module 806 includes: a matching unit, configured to perform matching of multiple frames of sound animation according to the first sound value and the second sound value to obtain a target frame animation, and use the first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and use the second animation frame corresponding to the second sound value as the last frame of the target frame animation; a control unit, configured to execute control to render and play the target frame animation within the sound interface control.

[0126] Optionally, the matching unit includes: a mapping subunit configured to map the first sound value and the second sound value to multiple frames of sound animation respectively to obtain the first sound animation and the second sound animation.

[0127] Optionally, the control module 806 further includes: a display unit configured to render a preset display area within the sound interface control through a shader node, so that the sound interface control plays a target frame animation.

[0128] Optionally, the device also includes: a second acquisition module, configured to execute acquisition of multiple game behaviors pre-set for the controlled virtual character; a configuration module, configured to configure game parameters of multiple game behaviors according to the sound states corresponding to the multiple game behaviors and a preset volume range, wherein the game parameters are used to represent the sound states of multiple game behaviors using sound values.

[0129] Optionally, the device also includes: a third acquisition module, configured to execute an attenuation function corresponding to the first game behavior in response to the controlled virtual character completing the first game behavior in the game scene; an attenuation module, configured to execute attenuation of the second sound value based on the attenuation function to obtain a third sound value; a second determination module, configured to execute, based on the second sound value and the third sound value, determining a preset frame animation from a pre-configured multi-frame sound animation for representing the sound size; and a second control module, configured to execute control to render and play the preset frame animation within the sound interface control.

[0130] Optionally, the device also includes: a construction module, configured to execute construction of a texture coordinate system; a first processing module, configured to execute operation processing on the texture coordinate system to obtain an original transverse texture coordinate system and an original longitudinal texture coordinate system; an adding module, configured to execute addition of noise variables to the original transverse texture coordinate system to obtain a target transverse texture coordinate system; a second processing module, configured to execute processing on the original longitudinal texture coordinate system based on a preset absolute value to obtain a target longitudinal texture coordinate system; a generation module, configured to execute generation of multi-frame sound animation based on the target transverse texture coordinate system and the target longitudinal texture coordinate system.

[0131] Optionally, a module is added, including: a first processing unit, configured to perform processing on the original transverse texture coordinate system based on the time variable to obtain a first transverse texture coordinate system, wherein the first transverse texture coordinate system changes based on the time variable; a second processing unit, configured to perform processing on the first transverse texture coordinate system based on a periodic function to obtain a second transverse texture coordinate system, wherein the second transverse texture coordinate system changes periodically based on the time variable; a third processing unit, configured to perform processing on the second transverse texture coordinate system based on the noise variable to obtain a third transverse texture coordinate system; and a fourth processing unit, configured to perform processing on the third transverse texture coordinate system based on a random number set to obtain a target transverse texture coordinate system.

[0132] Optionally, the generation module includes: a calculation unit configured to perform addition of the target longitudinal texture coordinate system and the target transverse texture coordinate system to obtain the target texture coordinate system; and a generation unit configured to generate multi-frame sound animation based on the target texture coordinate system.

[0133] Optionally, the generation unit includes: a processing subunit, configured to perform smoothing processing on the target texture coordinate system using a smooth step function to obtain a smooth texture coordinate system; a merging subunit, configured to perform merging processing on the preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, wherein the preset area of ​​the preset mask image is an opaque area, and other areas of the preset mask image except the preset area are transparent areas; an adjustment subunit, configured to perform adjustment of the mask texture coordinate system based on a transparency variable and a color variable to obtain a target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

[0134] Optionally, the device also includes: a third processing module, configured to execute processing of the texture coordinate system using the first preset parameters to obtain a first texture coordinate system; a fourth processing module, configured to execute processing of the texture coordinate system using the second preset parameters to obtain a second texture coordinate system, wherein the second preset parameters are different from the first preset parameters; a fifth processing module, configured to execute processing of the first texture coordinate system and the second texture coordinate system according to the time variable and the preset time scrolling parameter respectively to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; a calculation module, configured to execute multiplication of the first number set and the second number set to obtain a random number set.

[0135] It should be noted that the above-mentioned units and modules can be implemented through software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units and modules are all located in the same processor; or the above-mentioned units and modules are located in different processors in any combination.

[0136] An embodiment of the present disclosure further provides a non-volatile storage medium, in which a computer program is stored. The computer program is configured to execute the steps of any of the above method embodiments when running.

[0137] Optionally, in this embodiment, the above-mentioned non-volatile storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.

[0138] Optionally, in this embodiment, the non-volatile storage medium may be located in any computer terminal in a computer terminal group in a computer network, or in any mobile terminal in a mobile terminal group.

[0139] Optionally, in this embodiment, the non-volatile storage medium may be configured to store a computer program for executing the following steps:

[0140] Optionally, a sound interface control is displayed in a graphical user interface, and the rendering and playback of a target frame animation is controlled within the sound interface control, including: matching multiple frames of sound animation according to a first sound value and a second sound value to obtain a target frame animation, and using a first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and using a second animation frame corresponding to the second sound value as the last frame of the target frame animation; and controlling the rendering and playback of the target frame animation within the sound interface control.

[0141] Optionally, according to the first sound value and the second sound value, the first sound animation and the second sound animation are respectively determined from the multiple frames of sound animation, including: mapping the first sound value and the second sound value to the multiple frames of sound animation respectively to obtain the first sound animation and the second sound animation.

[0142] Optionally, a sound interface control is displayed in a graphical user interface, and the rendering and playback of a target frame animation is controlled within the sound interface control, including: rendering a preset display area within the sound interface control through a shader node so that the sound interface control plays the target frame animation.

[0143] Optionally, the method further includes: obtaining a plurality of game behaviors pre-set for the controlled virtual character; configuring game parameters of the plurality of game behaviors according to the sound states corresponding to the plurality of game behaviors and a preset volume range, wherein the game parameters are used to represent the sound states of the plurality of game behaviors using sound values.

[0144] Optionally, the method also includes: in response to the controlled virtual character completing the first game behavior in the game scene, obtaining an attenuation function corresponding to the first game behavior; attenuating the second sound value based on the attenuation function to obtain a third sound value; determining a preset frame animation from a pre-configured multi-frame sound animation for representing the sound size based on the second sound value and the third sound value; and controlling the rendering and playback of the preset frame animation within the sound interface control.

[0145] Optionally, the method also includes: constructing a texture coordinate system; performing calculation processing on the texture coordinate system to obtain an original transverse texture coordinate system and an original longitudinal texture coordinate system; adding noise variables to the original transverse texture coordinate system to obtain a target transverse texture coordinate system; processing the original longitudinal texture coordinate system based on a preset absolute value to obtain a target longitudinal texture coordinate system; and generating a multi-frame sound animation based on the target transverse texture coordinate system and the target longitudinal texture coordinate system.

[0146] Optionally, a noise variable is added to the original transverse texture coordinate system to obtain a target transverse texture coordinate system, including: processing the original transverse texture coordinate system based on a time variable to obtain a first transverse texture coordinate system, wherein the first transverse texture coordinate system changes based on the time variable; processing the first transverse texture coordinate system based on a periodic function to obtain a second transverse texture coordinate system, wherein the second transverse texture coordinate system changes periodically based on the time variable; processing the second transverse texture coordinate system based on the noise variable to obtain a third transverse texture coordinate system; processing the third transverse texture coordinate system based on a random number set to obtain a target transverse texture coordinate system.

[0147] Optionally, generating a multi-frame sound animation based on the target transverse texture coordinate system and the target longitudinal texture coordinate system includes: adding the target longitudinal texture coordinate system and the target transverse texture coordinate system to obtain the target texture coordinate system; generating a multi-frame sound animation based on the target texture coordinate system.

[0148] Optionally, a multi-frame sound animation is generated based on the target texture coordinate system, including: smoothing the target texture coordinate system using a smooth step function to obtain a smooth texture coordinate system; merging the preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, wherein the preset area of ​​the preset mask image is an opaque area, and other areas of the preset mask image except the preset area are transparent areas; adjusting the mask texture coordinate system based on a transparency variable and a color variable to obtain a target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

[0149] Optionally, the method also includes: processing the texture coordinate system using a first preset parameter to obtain a first texture coordinate system; processing the texture coordinate system using a second preset parameter to obtain a second texture coordinate system, wherein the second preset parameter is different from the first preset parameter; processing the first texture coordinate system and the second texture coordinate system according to a time variable and a preset time scrolling parameter respectively to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; and obtaining a random number set by multiplying the first number set and the second number set.

[0150] Optionally, the non-volatile storage medium is further configured to store program codes for executing the following steps.

[0151] Optionally, the non-volatile storage medium is further configured to store program codes for executing the following steps.

[0152] In the non-volatile storage medium of this embodiment, a technical solution is provided, which obtains a first sound value of the controlled virtual character before executing the first game behavior and a second sound value after executing the first game behavior in response to the controlled virtual character executing the first game behavior in the game scene; wherein the first sound value and the second sound value are pre-configured game parameters for characterizing the sound state of the controlled virtual character before and after the execution of the first game behavior; according to the first sound value and the second sound value, a target frame animation is determined from a pre-configured multi-frame sound animation for characterizing the sound size, wherein the multi-frame sound animation includes all animation frames from a first animation frame corresponding to the minimum sound value to a second animation frame corresponding to the maximum sound value; a sound interface control is displayed in a graphical user interface, and the rendering and playback of the target frame animation in the sound interface control is controlled to prompt the change in the sound size of the controlled virtual character during the execution of the first game behavior. It is easy to notice that game parameters for characterizing the sound state of the controlled virtual character before and after the execution of the first game behavior, that is, the first sound value and the second sound value, can be pre-configured, and a multi-frame sound animation for representing the sound size can be pre-configured. The target frame animation is determined based on the first sound value and the second sound value, so that the multi-frame sound animation can be adjusted, which can avoid real-time acquisition of audio data in the game. Only by obtaining the game parameters of the sound state of the controlled virtual character before and after the execution of the first game behavior, the simulated audio can be obtained, thereby realizing the visualization operation of the audio, and thus solving the technical problem of low efficiency in the visualization operation of audio in the related technology.

[0153] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.

[0154] In the exemplary embodiments of the present application, a computer-readable storage medium stores a program product capable of implementing the above-described method of the present embodiment. In some possible implementations, various aspects of the embodiments of the present disclosure may also be implemented in the form of a program product, which includes program code. When the program product is executed on a terminal device, the program code is used to cause the terminal device to execute the steps described in the "Exemplary Method" section of the present embodiment according to various exemplary embodiments of the present disclosure.

[0155] According to an embodiment of the present disclosure, a program product for implementing the above-mentioned method can be a portable compact disc read-only memory (CD-ROM) and include program code, and can be run on a terminal device, such as a personal computer. However, the program product of the embodiment of the present disclosure is not limited thereto. In the embodiment of the present disclosure, a computer-readable storage medium can be any tangible medium containing or storing a program, which can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0156] The program product may be implemented in any combination of one or more computer-readable media. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or any combination thereof. More specific examples (non-exhaustive) of computer-readable storage media include: an electrical connection having one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0157] It should be noted that the program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any appropriate combination of the above.

[0158] An embodiment of the present disclosure further provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.

[0159] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.

[0160] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program:

[0161] Optionally, a sound interface control is displayed in a graphical user interface, and the rendering and playback of a target frame animation is controlled within the sound interface control, including: matching multiple frames of sound animation according to a first sound value and a second sound value to obtain a target frame animation, and using a first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and using a second animation frame corresponding to the second sound value as the last frame of the target frame animation; and controlling the rendering and playback of the target frame animation within the sound interface control.

[0162] Optionally, according to the first sound value and the second sound value, the first sound animation and the second sound animation are respectively determined from the multiple frames of sound animation, including: mapping the first sound value and the second sound value to the multiple frames of sound animation respectively to obtain the first sound animation and the second sound animation.

[0163] Optionally, a sound interface control is displayed in a graphical user interface, and the rendering and playback of a target frame animation is controlled within the sound interface control, including: rendering a preset display area within the sound interface control through a shader node so that the sound interface control plays the target frame animation.

[0164] Optionally, the method further includes: obtaining a plurality of game behaviors pre-set for the controlled virtual character; configuring game parameters of the plurality of game behaviors according to the sound states corresponding to the plurality of game behaviors and a preset volume range, wherein the game parameters are used to represent the sound states of the plurality of game behaviors using sound values.

[0165] Optionally, the method also includes: in response to the controlled virtual character completing the first game behavior in the game scene, obtaining an attenuation function corresponding to the first game behavior; attenuating the second sound value based on the attenuation function to obtain a third sound value; determining a preset frame animation from a pre-configured multi-frame sound animation for representing the sound size based on the second sound value and the third sound value; and controlling the rendering and playback of the preset frame animation within the sound interface control.

[0166] Optionally, the method also includes: constructing a texture coordinate system; performing calculation processing on the texture coordinate system to obtain an original transverse texture coordinate system and an original longitudinal texture coordinate system; adding noise variables to the original transverse texture coordinate system to obtain a target transverse texture coordinate system; processing the original longitudinal texture coordinate system based on a preset absolute value to obtain a target longitudinal texture coordinate system; and generating a multi-frame sound animation based on the target transverse texture coordinate system and the target longitudinal texture coordinate system.

[0167] Optionally, a noise variable is added to the original transverse texture coordinate system to obtain a target transverse texture coordinate system, including: processing the original transverse texture coordinate system based on a time variable to obtain a first transverse texture coordinate system, wherein the first transverse texture coordinate system changes based on the time variable; processing the first transverse texture coordinate system based on a periodic function to obtain a second transverse texture coordinate system, wherein the second transverse texture coordinate system changes periodically based on the time variable; processing the second transverse texture coordinate system based on the noise variable to obtain a third transverse texture coordinate system; processing the third transverse texture coordinate system based on a random number set to obtain a target transverse texture coordinate system.

[0168] Optionally, generating a multi-frame sound animation based on the target transverse texture coordinate system and the target longitudinal texture coordinate system includes: adding the target longitudinal texture coordinate system and the target transverse texture coordinate system to obtain the target texture coordinate system; generating a multi-frame sound animation based on the target texture coordinate system.

[0169] Optionally, a multi-frame sound animation is generated based on the target texture coordinate system, including: smoothing the target texture coordinate system using a smooth step function to obtain a smooth texture coordinate system; merging the preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, wherein the preset area of ​​the preset mask image is an opaque area, and other areas of the preset mask image except the preset area are transparent areas; adjusting the mask texture coordinate system based on a transparency variable and a color variable to obtain a target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

[0170] Optionally, the method also includes: processing the texture coordinate system using a first preset parameter to obtain a first texture coordinate system; processing the texture coordinate system using a second preset parameter to obtain a second texture coordinate system, wherein the second preset parameter is different from the first preset parameter; processing the first texture coordinate system and the second texture coordinate system according to a time variable and a preset time scrolling parameter respectively to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; and obtaining a random number set by multiplying the first number set and the second number set.

[0171] Optionally, the processor may also be configured to execute the following steps through a computer program.

[0172] Optionally, the processor may also be configured to execute the following steps through a computer program.

[0173] In the electronic device of this embodiment, a technical solution is provided, which obtains a first sound value of the controlled virtual character before executing the first game behavior and a second sound value after executing the first game behavior in response to the controlled virtual character executing the first game behavior in the game scene; wherein the first sound value and the second sound value are pre-configured game parameters for characterizing the sound state of the controlled virtual character before and after the execution of the first game behavior; according to the first sound value and the second sound value, a target frame animation is determined from a pre-configured multi-frame sound animation for characterizing the sound size, wherein the multi-frame sound animation includes all animation frames from a first animation frame corresponding to the minimum sound value to a second animation frame corresponding to the maximum sound value; a sound interface control is displayed in a graphical user interface, and the rendering and playback of the target frame animation in the sound interface control is controlled to prompt the changes in the sound size of the controlled virtual character during the execution of the first game behavior. It is easy to notice that game parameters for characterizing the sound state of the controlled virtual character before and after the execution of the first game behavior, that is, the first sound value and the second sound value, can be pre-configured, and a multi-frame sound animation for representing the sound size can be pre-configured. The target frame animation is determined based on the first sound value and the second sound value, so that the multi-frame sound animation can be adjusted, which can avoid real-time acquisition of audio data in the game. Only by obtaining the game parameters of the sound state of the controlled virtual character before and after the execution of the first game behavior, the simulated audio can be obtained, thereby realizing the visualization operation of the audio, and thus solving the technical problem of low efficiency in the visualization operation of audio in the related technology.

[0174] Figure 9 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. As shown in Figure 9, the electronic device 900 is only an example and should not bring any limitation to the functions and scope of use of the embodiment of the present disclosure.

[0175] As shown in FIG9 , electronic device 900 is implemented as a general-purpose computing device. Components of electronic device 900 may include, but are not limited to, at least one processor 910 , at least one memory 920 , a bus 930 connecting various system components (including memory 920 and processor 910 ), and a display 940 .

[0176] The memory 920 stores program codes, which can be executed by the processor 910 so that the processor 910 executes the steps described in the method section of the embodiment of the present application according to various exemplary embodiments of the present disclosure.

[0177] The memory 920 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 9201 and / or a cache memory unit 9202, and may further include a read-only memory unit (ROM) 9203, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0178] In some examples, the memory 920 may also include a program / utility 9204 having a set (at least one) of program modules 9205. Such program modules 9205 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. The memory 920 may further include a memory remotely located relative to the processor 910. These remote memories may be connected to the electronic device 900 via a network. Examples of the aforementioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0179] Bus 930 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a local bus to processor 910, or any of a variety of bus architectures.

[0180] The display 940 may be, for example, a touch screen liquid crystal display (LCD) that enables a user to interact with a user interface of the electronic device 900 .

[0181] Optionally, the electronic device 900 can also communicate with one or more external devices 1400 (e.g., a keyboard, a pointing device, a Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 900, and / or any device that enables the electronic device 900 to communicate with one or more other computing devices (e.g., a router, a modem, etc.). Such communication can occur via an input / output (I / O) interface 950. Furthermore, the electronic device 900 can also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network such as the Internet) via a network adapter 960. As shown in FIG. 9 , the network adapter 960 communicates with other modules of the electronic device 900 via a bus 930. It should be understood that, although not shown in FIG. 9 , other hardware and / or software modules can be used in conjunction with the electronic device 900, including but not limited to microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0182] The electronic device 900 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply and / or a camera.

[0183] Those skilled in the art will understand that the structure shown in FIG9 is for illustration only and does not limit the structure of the above-mentioned electronic device. For example, the electronic device 900 may also include more or fewer components than those shown in FIG9 , or have a configuration different from that shown in FIG1 . The memory 920 may be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the interactive animation processing method in the embodiment of the present disclosure. The processor 910 executes various functional applications and data processing by running the computer program stored in the memory 920, that is, implements the above-mentioned interactive animation processing method.

[0184] The serial numbers of the above-mentioned embodiments of the present disclosure are for description only and do not represent the advantages or disadvantages of the embodiments.

[0185] In the above embodiments of the present disclosure, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0186] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only exemplary. For example, the division of the units can be a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0187] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0188] In addition, the functional units in the various embodiments of the present disclosure may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0189] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention is essentially or the part that contributes to the relevant technology or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk.

[0190] The above is only a preferred embodiment of the present disclosure. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present disclosure. These improvements and modifications should also be regarded as within the scope of protection of the present disclosure.

Claims

1. A method for processing interactive animation, which provides a graphical user interface through a terminal device. The content displayed on the graphical user interface includes at least part of a game scene, and the game scene includes a controlled virtual character. The method includes: In response to the controlled virtual character performing a first game behavior in the game scene, obtaining a first sound value of the controlled virtual character before performing the first game behavior and a second sound value after performing the first game behavior. Wherein, the first sound value and the second sound value are game parameters pre-configured to represent the sound states of the controlled virtual character before and after the execution of the first game behavior; According to the first sound value and the second sound value, determining a target frame animation from a multi-frame sound animation pre-configured to represent the sound volume, where the multi-frame sound animation includes all animation frames from a first animation frame corresponding to the minimum sound value to a second animation frame corresponding to the maximum sound value; Displaying a sound interface control in the graphical user interface and controlling the rendering and playing of the target frame animation within the sound interface control to prompt the change in the sound volume of the controlled virtual character during the execution of the first game behavior.

2. The method according to claim 1, wherein, Displaying a sound interface control in the graphical user interface and controlling the rendering and playing of the target frame animation within the sound interface control includes: Matching the multi-frame sound animation according to the first sound value and the second sound value to obtain the target frame animation, taking the first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and taking the second animation frame corresponding to the second sound value as the last frame of the target frame animation; Controlling the rendering and playing of the target frame animation within the sound interface control.

3. The method according to claim 2, wherein, According to the first sound value and the second sound value, respectively determining a first sound animation and a second sound animation from the multi-frame sound animation, including: Mapping the first sound value and the second sound value into the multi-frame sound animation respectively to obtain the first sound animation and the second sound animation.

4. The method according to claim 1, wherein, Displaying a sound interface control in the graphical user interface and controlling the rendering and playing of the target frame animation within the sound interface control includes: Rendering a preset display area within the sound interface control through a shader node so that the sound interface control plays the target frame animation.

5. The method according to claim 1, wherein The method further includes: Obtaining a plurality of game behaviors pre-set for the controlled virtual character; Configuring game parameters for the plurality of game behaviors according to the sound states corresponding to the plurality of game behaviors and a preset volume range, where the game parameters are used to represent the sound states of the plurality of game behaviors through sound values.

6. The method according to claim 1, wherein The method further includes: In response to the controlled virtual character finishing the first game behavior in the game scene, obtaining the attenuation function corresponding to the first game behavior; Attenuating the second sound value based on the attenuation function to obtain a third sound value; According to the second sound value and the third sound value, determining a preset frame animation from a multi-frame sound animation pre-configured to represent the sound volume; Control the rendering and playing of the preset frame animation within the sound interface control.

7. The method according to claim 1, wherein The method further includes: Construct a texture coordinate system; Perform arithmetic processing on the texture coordinate system to obtain an original horizontal texture coordinate system and an original vertical texture coordinate system; Add a noise variable to the original horizontal texture coordinate system to obtain a target horizontal texture coordinate system; Process the original vertical texture coordinate system based on a preset absolute value to obtain a target vertical texture coordinate system; Generate the multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system.

8. The method according to claim 7, wherein Adding the noise variable to the original horizontal texture coordinate system to obtain a target horizontal texture coordinate system includes: Process the original horizontal texture coordinate system based on a time variable to obtain a first horizontal texture coordinate system, where the first horizontal texture coordinate system varies based on the time variable; Process the first horizontal texture coordinate system based on a periodic function to obtain a second horizontal texture coordinate system, where the second horizontal texture coordinate system varies periodically based on the time variable; Process the second horizontal texture coordinate system based on the noise variable to obtain a third horizontal texture coordinate system; Process the third horizontal texture coordinate system based on a random number set to obtain the target horizontal texture coordinate system.

9. The method according to claim 7, wherein Generating the multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system includes: Add the target vertical texture coordinate system and the target horizontal texture coordinate system to obtain a target texture coordinate system; Generate the multi-frame sound animation based on the target texture coordinate system.

10. The method according to claim 9, wherein, Generating the multi-frame sound animation based on the target texture coordinate system includes: Smooth the target texture coordinate system using a smooth step function to obtain a smooth texture coordinate system; Merge a preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, where a preset area of the preset mask image is an opaque area and other areas of the preset mask image except the preset area are transparent areas; Adjust the mask texture coordinate system based on a transparency variable and a color variable to obtain a target texture coordinate system, where the transparency variable is used to adjust the transparency of the target texture coordinate system and the color variable is used to adjust the color of the target texture coordinate system.

11. The method according to claim 7, wherein The method further includes: Process the texture coordinate system using a first preset parameter to obtain a first texture coordinate system; Process the texture coordinate system using a second preset parameter to obtain a second texture coordinate system, where the second preset parameter is different from the first preset parameter; Process the first texture coordinate system and the second texture coordinate system respectively based on a time variable and a preset time scrolling parameter to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; Use the product of the first number set and the second number set to obtain a random number set.

12. A processing device for interactive animation provides a graphical user interface through a terminal device. The content displayed on the graphical user interface includes at least part of a game scene, and the game scene includes a controlled virtual character. The device includes: An acquisition module, configured to execute in response to the controlled virtual character performing a first game behavior in the game scene, acquire a first sound value of the controlled virtual character before performing the first game behavior and a second sound value after performing the first game behavior. Wherein, the first sound value and the second sound value are pre-configured game parameters configured to represent the sound states of the controlled virtual character before and after the execution of the first game behavior; A determination module, configured to execute to determine a target frame animation from pre-configured multi-frame sound animations configured to represent the sound volume according to the first sound value and the second sound value. Wherein, the multi-frame sound animations include all animation frames from a first animation frame corresponding to the minimum sound value to a second animation frame corresponding to the maximum sound value; A control module, configured to execute to display a sound interface control in the graphical user interface and control the rendering and playing of the target frame animation within the sound interface control to prompt the change in the sound volume of the controlled virtual character during the execution of the first game behavior.

13. A non-volatile storage medium storing a computer program therein, wherein, The computer program is set to execute the processing method of the interactive animation described in any one of claims 1 to 11 when run by a processor.

14. An electronic device includes a memory and a processor. A computer program is stored in the memory, and the processor is set to run the computer program to execute the processing method of the interactive animation described in any one of claims 1 to 11.