Music-based interaction method and apparatus, and electronic device and readable medium

By providing interactive UI controls and music playback functions on the graphical interactive interface, users can display the social status of virtual characters through target music and visual elements, solving the problem of single expression of social attributes in the prior art, and achieving a richer and three-dimensional social experience.

WO2025130524A1PCT designated stage expired Publication Date: 2025-06-26CHENGDU PERFECT TIANZHIYOU BUSINESS CONSULTING CO LTD

Patent Information

Application Number
PCT/CN2024/134595
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-21
Filing Date
2024-11-26
Publication Date
2025-06-26

AI Technical Summary

Technical Problem

In the prior art, game APPs and non-game APPs are relatively single in terms of interaction or expression, and cannot effectively display the user's social attributes. Especially in virtual interactive scenarios, it is difficult for users to directly express and display their social status.

Method used

By providing interactive UI controls associated with virtual characters on the graphical interactive interface, users can operate and play target music and visually express social state elements to display the social state of virtual characters, including emotions, worldview and interests.

Benefits of technology

It realizes that users can display and express social status more intuitively through music and visual elements, thereby enhancing users' social experience and emotional connections, and providing a richer and three-dimensional way of expressing social status.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2024134595_26062025_PF_FP_ABST
    Figure CN2024134595_26062025_PF_FP_ABST
Patent Text Reader

Abstract

Disclosed in the present invention are a music-based interaction method and apparatus, and an electronic device and a readable medium. The method comprises: in response to an operation on a first interactive UI control or a second interactive UI control, playing target music for presenting the social status of a target virtual character; and in a graphic interaction interface, visually presenting a social status element corresponding to the target music, wherein the social status element is used for presenting the social status of the target virtual character, the social status comprises at least one or more of an emotion, a world view and an interest, and visual presentation is performed by means of at least one or more of a virtual scene, an interactive UI control and a non-interactive UI. A user can present the social status of the current user by means of playing target music, a social status element displayed on an image interaction interface, etc. Other users can directly know about the social status of the user by means of their visual sense and auditory sense, thereby enhancing the social experience of the user by means of music while satisfying the game requirements of the user.
Need to check novelty before this filing date? Find Prior Art

Description

Music-based interactive method, device, electronic device, and readable medium

[0001] Cross-references

[0002] This application claims priority to the Chinese patent application filed on December 21, 2023, with application number "2023117815475" and invention name "Music-based interactive method, device, electronic device and readable medium", the entire contents of which are incorporated by reference into this application. Technical Field

[0003] Embodiments of the present invention relate to the field of Internet technology, and in particular to a music-based interaction method, device, electronic device, and readable medium. Background Art

[0004] Nowadays, more and more young users are exposed to a wealth of information media, enabling them to quickly develop their own personalities, such as worldviews and preferences. They hope to establish a personal image by displaying these worldviews and preferences on social media, and to gain emotional value through social activities that showcase their own or others' personalities. In virtual interactive scenarios (e.g., gaming), background music (BGM) is often used when heroes unleash skills or display their attributes. Alternatively, BGM is customized for each character as part of their personalization, enriching their worldview or personality experience. Existing BGM solutions are mostly used to showcase and enrich character personalities, or to distinguish different maps or regions. Designs that incorporate BGM into user social interactions are lacking. While non-gaming internet apps have mature technologies for displaying background music in personal spaces, such as QQ Space, which allows users to add background music, and QQ's friend list, which displays the songs currently being listened to by friends, these apps offer limited interaction and expression compared to gaming apps, hindering their ability to better demonstrate their social attributes. Therefore, a novel and sophisticated audio-visual display and interaction method is needed that can allow young users to express their social attributes such as their worldview or preferences, and strengthen the correlation between users' social experience and emotions. Summary of the Invention

[0005] Embodiments of the present invention provide a music-based interaction method, device, electronic device, and readable medium to enhance a user's music interaction experience in a game.

[0006] In a first aspect, an embodiment of the present invention provides a music-based interaction method, the method comprising:

[0007] Displaying a graphical interactive interface on a display interface of a display device, wherein the graphical interactive interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI, the method comprising:

[0008] A first interactive UI control and / or a second interactive UI control associated with a target virtual character are provided on the graphical interaction interface, wherein the first interactive UI control displays identity information of the target virtual character, and the second interactive UI control displays information about a music playback device of the virtual character;

[0009] In response to an operation on the first interactive UI control or the second interactive UI control, target music used to show the social status of the target virtual character is played, and a social status element corresponding to the target music is visually represented in the graphical interactive interface, the social status element being used to show the social status of the target virtual character, the social status including at least one or more of emotions, worldview, and interests, and the visual representation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0010] In a second aspect, an embodiment of the present invention provides a music-based interactive device, which displays a graphical interactive interface on a display interface of a display device, wherein the graphical interactive interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI, and the device includes:

[0011] a display module configured to provide, on the graphical interaction interface, a first interactive UI control and / or a second interactive UI control associated with a target virtual character, wherein the first interactive UI control displays identity information of the target virtual character, and the second interactive UI control displays information about a music playback device of the virtual character;

[0012] A playback module is used to play target music used to display the social status of the target virtual character in response to an operation on the first interactive UI control or the second interactive UI control, and to visually represent a social status element corresponding to the target music in the graphical interactive interface, wherein the social status element is used to display the social status of the target virtual character, and the social status includes at least one or more of emotions, worldview, and interests, and the visual representation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0013] In a third aspect, an embodiment of the present invention further provides an electronic device comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the music-based interaction method according to the first aspect.

[0014] In a fourth aspect, an embodiment of the present invention further provides a computer-readable medium on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the music-based interaction method according to the first aspect.

[0015] In an embodiment of the present invention, a first interactive UI control and / or a second interactive UI control associated with a target virtual character are provided in a graphical interactive interface, wherein the first interactive UI control displays the identity information of the target virtual character, and the second interactive UI control displays the music playback device information of the virtual character. In response to an operation on the first interactive UI control or the second interactive UI control, target music for displaying the social status of the target virtual character is played, and a social status element corresponding to the target music is visually represented in the graphical interactive interface, wherein the social status element is used to display the social status of the target virtual character, wherein the social status includes at least one or more of emotions, worldviews, and interests, and the visual representation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0016] Through the above scheme, users can express the current user's social status (such as emotions, interests, worldview, etc.) through the target music played and the social status elements displayed in the graphic interaction interface, thereby shaping a more comprehensive and three-dimensional social status. Other users can also intuitively understand the user's social status through vision and hearing, while satisfying the user's gaming needs and enhancing the user's social experience through music. By expressing social status information such as worldview in an interactive visual or auditory way, users can release their personal emotions, understand the emotions of others intuitively, strengthen the connection between the user's social status and personal emotions, provide emotional value to users, and bring users a more novel social experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the following is a brief introduction to the drawings required for use in the embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0018] FIG1 is a flow chart of a music-based interaction method according to an embodiment of the present application;

[0019] Figures 2a, 2b, 2c, and 2d are schematic diagrams illustrating a method of playing target music according to an embodiment of the present application;

[0020] FIG3 is a schematic diagram of adding target music according to an embodiment of the present application;

[0021] FIG4a is a schematic diagram of a target music composition provided by an embodiment of the present application;

[0022] FIG4 b is a schematic diagram of another target music composition provided by an embodiment of the present application;

[0023] FIG5 is a schematic diagram of a social status element display provided in an embodiment of the present application;

[0024] FIG6 is a schematic diagram of a second virtual character display method provided in an embodiment of the present application;

[0025] FIG7 is a schematic structural diagram of a music-based interactive device provided in an embodiment of the present application;

[0026] FIG8 is a schematic structural diagram of an electronic device corresponding to the music-based interactive device provided in the embodiment described in FIG7 ;

[0027] FIG9 schematically shows a block diagram of a computer program product for implementing the method according to the present invention. DETAILED DESCRIPTION

[0028] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. All other embodiments obtained by ordinary technicians in this field based on the embodiments of the present invention without making any creative efforts shall fall within the scope of protection of the present invention.

[0029] The terms used in the embodiments of the present invention are for the purpose of describing specific embodiments only and are not intended to limit the present invention. The singular forms "a," "an," "the," and "the" used in the embodiments of the present invention and the appended claims are also intended to include plural forms, and unless the context clearly indicates otherwise, "a plurality" generally includes at least two.

[0030] As used herein, the words "if" and "if" may be interpreted as "at the time of" or "when" or "in response to determining" or "in response to detecting," depending on the context. Similarly, the phrases "if it is determined" or "if (stated condition or event) is detected" may be interpreted as "when it is determined" or "in response to the determination" or "when detecting (stated condition or event)" or "in response to detecting (stated condition or event)," depending on the context.

[0031] In addition, the step sequence in the following method embodiments is only an example and not a strict limitation.

[0032] In virtual interactive scenes, various background music is played to increase the fun. In most cases, background music is added by the user, but the user's choices are limited. In addition, the content displayed in the graphical interactive interface is generally set according to a relatively fixed template. When a user wants to express a certain mood or emotional state, it is usually expressed through text. For example, in a relatively fixed position in the graphical interactive interface, a text content that can express one's mood, feelings, etc. can be written. These text contents need to be paid attention to by other users, and then further carefully understood and read before they can be understood. For other users, it is not very intuitive and the expression is not direct enough. Therefore, there is a need for a solution that can directly reflect the user's social status.

[0033] For ease of understanding, specific embodiments will be used as examples below.

[0034] FIG1 is a flow chart of a music-based interactive method according to an embodiment of the present application. As can be seen from FIG1 , the method specifically includes the following steps:

[0035] Displaying a graphical interactive interface on a display interface of a display device, wherein the graphical interactive interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI, the method comprising:

[0036] Step 101: A first interactive UI control and / or a second interactive UI control associated with a target virtual character are provided in the graphical interaction interface, wherein the first interactive UI control displays identity information of the target virtual character, and the second interactive UI control displays information of a music playback device of the virtual character.

[0037] Step 102: In response to an operation on the first interactive UI control or the second interactive UI control, play target music for showing the social status of the target virtual character. And,

[0038] Step 103: Visually represent the social status element corresponding to the target music in the graphical interactive interface, wherein the social status element is used to show the social status of the target virtual character, wherein the social status includes at least one or more of emotions, worldview, and interests, and the visual representation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0039] The graphical interactive interface referred to herein may be an interactive interface displayed after a user opens a game application. The virtual scene displayed in this interactive interface may be a scene within the game, such as the home or base of the user's own target virtual character, a virtual space, etc. The virtual characters herein include virtual characters controlled by the current user as well as virtual characters controlled by other users, and these virtual characters can also be used during the game. These virtual characters have the same virtual character attributes during the game and in the interactive scene, such as the same clothing, decorations, nicknames, game equipment, game props, etc.

[0040] It should be noted that the controls displayed in the virtual scene include interactive UI (User Interface) controls, including a first interactive UI control for displaying the identity information of the target virtual character (including game-related identity information (such as game character, game level, owned game props, game coins, etc.), social-related identity information (such as friend relationships, social level, social role, etc.)). Some identity information is editable, such as the target virtual character nickname. It also includes a second interactive UI control for displaying information about the virtual character's music playback device; the virtual character's music playback device can be, for example, a virtual tape player, a virtual music box player, a virtual CD player, etc. This is only an example. In actual applications, the music playback device can also be changed and set as needed. At least one interactive UI control among a music control, a playback status control, and a playback progress control is displayed on the virtual player, so as to meet the control requirements for music playback. In addition, the interactive UI controls can also include controls for adding target music, deleting target music, and editing target music. The style of the UI control can be set as needed, and can also be set according to the results of social status analysis, and can also be set according to game data analysis. For example, if the target music is a happy song, indicating a happy current social status, the buttons in the virtual tape player can be shaped like hearts. For example, if the target music is a scary song, indicating a scary current social status, the buttons in the virtual tape player can be shaped like Cthulhu. The term "music" here can be understood as audio in a broad sense, including not only songs, recordings, stories, but also complete and fragmented audio, as well as human voices or AI-generated audio. This is not a specific limitation here.

[0041] In the present application, the target music has its social tag, so that the social status corresponding to the current target virtual character can be identified through the music. Of course, it is possible that a target music corresponds to multiple social statuses. For example, the same music displays different social statuses and different social status elements in the interactive interface of different users. The social status mentioned here includes: at least one or more of emotions, worldviews, and interests. The most intuitive thing is that the social status of the current target virtual character (actually the user who controls the character) can be expressed through the target music.

[0042] Of course, in order to be able to intuitively reflect the social status, social status elements are also visually expressed in the graphical interactive interface. Visual expression can be understood as all visible elements in the graphical interactive interface, such as interactive UI controls, non-interactive UI controls, background patterns in virtual scenes, background content, etc. Moreover, these visual expressions can be displayed simultaneously on the same page, or they can be displayed separately on different pages. Elements that can change with the change of social status in the virtual scene can be understood as social status elements, such as the style, color, shape (for example, heart shape, sun shape, cloud shape) of interactive UI controls and non-interactive UI controls. Background patterns, such as grassland background, palace background, sea background, cave background, etc., different background patterns can express different emotional states.

[0043] There are many ways to play target music used to showcase the social status of a target virtual character. The following examples illustrate these methods. Figures 2a, 2b, 2c, and 2d are schematic diagrams illustrating the methods for playing target music in accordance with an embodiment of the present application.

[0044] FIG2a shows a target virtual character that can be controlled by the user, as well as virtual characters of other users who have a friendship relationship with the user or meet the game relevance requirements. By clicking (the click method supported by different display devices varies) on the avatar of the target virtual character or other virtual characters, music automatically plays, and the social status elements in the current virtual scene also change to become social status elements consistent with the currently playing music, thereby fully displaying the current social status of the virtual character through audio-visual effects.

[0045] Figure 2b shows the target virtual character that can be controlled by the user, as well as the virtual characters of other users who have a friend relationship with the user or meet the game relevance requirements. The user clicks (the click method supported by different display devices is different) on the avatar of the target virtual character or other virtual characters to enter the user information page of the target virtual character or other virtual characters, where the user's detailed information and the virtual character music playback device can be seen. Then, the user can control the playback of the target music through the second interactive UI control. And after the music is played (of course, it can also be before the music is played), the social status elements in the current virtual scene also change, becoming the social status elements that are consistent with the currently playing music, so that the current social status of the virtual character can be fully displayed through audio-visual effects.

[0046] Figure 2c shows the target virtual character that can be controlled by the user, as well as the virtual characters of other users who have a friendship relationship with the user or a game connection. The user clicks (the click method supported by different display devices varies) on the avatar of the target virtual character or other virtual characters to enter the user information page of the target virtual character or other virtual characters, where they can see the user's detailed information and the virtual character music playback device. Then, the target music is automatically played. The social status elements in the current virtual scene also change, becoming social status elements consistent with the currently playing music, thereby fully displaying the current social status of the virtual character through audio-visual effects.

[0047] Figure 2d shows the target virtual character that can be controlled by the user, as well as the virtual characters of other users who have a friend relationship with the user or a game association. The user enters the user information page of the target virtual character or other virtual character by clicking (the click method supported by different display devices is different) on the avatar of the target virtual character or other virtual character, and can see the user details and the virtual character music playback device. Then, the user can enter the device interface of the virtual character music playback device through the second interactive UI control. In this device interface, click the play control to start playing, and after the music plays (of course, it can also be before the music plays), the social status elements in the current virtual scene also change, becoming social status elements that are consistent with the currently playing music, so that the current social status of the virtual character can be fully displayed through audio-visual effects.

[0048] In this application, the social status of the target virtual character, the target music, and the social status elements influence and restrict each other. The corresponding social status can be understood and the corresponding social status elements can be set based on the music selected or created by the user (the creation method will be explained in subsequent embodiments); the target music can also be switched, adjusted, or modified based on the displayed social status and social status elements. This allows users to obtain a consistent audio-visual effect, that is, users can understand social status (such as emotions, worldview, interests, hobbies, etc.) through visual performance and target music.

[0049] In one or more embodiments of the present application, before playing the target music used to show the social status of the target virtual character, it also includes: in response to the addition operation of the second interactive control, reproducing the target music, or creating the target music based on the creation information provided by the user.

[0050] The reprinted music mentioned here refers to adding other existing music to the graphical interactive interface for playback with permission or authorization. The methods of adding include reprinting, uploading music, and other methods.

[0051] The creation mentioned here refers to the ability of users to create original music based on their own needs. The specific creation method is not limited. It can be a conventional music creation process of composing music and lyrics by individuals or in collaboration, or it can be created with the help of artificial intelligence technology. The specific creation method will be explained in detail in the following embodiments and will not be repeated here.

[0052] Figure 3 is a schematic diagram illustrating the process of adding target music, as described in an embodiment of this application. Target music can be added in the graphical interactive interface, in the device interface of the avatar music player, or through other dedicated interfaces. For ease of understanding, this application will use the example of adding music in the device interface as an example.

[0053] As shown in Figure 3, the device interface of the music player displays a virtual tape player. In the center of the interface is the main control device for controlling the current music playback. The virtual tape players in the list on the left represent user-saved music. At the bottom of the list is a transparent virtual tape player with a "+" icon. Users can click the "+" icon to add new music. For example, they can download music from the internet, upload music locally, or create music online.

[0054] This approach can meet users' diverse and personalized music playback needs. In particular, it supports original music creation, which can better reflect the social status of different virtual characters. Other users can understand a user's social status by listening to the music.

[0055] The scheme for creating target music will be illustrated below through specific embodiments.

[0056] An optional method for generating target music includes: displaying a target music creation interface; obtaining creation information provided by a user; the creation information includes: at least one of occasion information, emotional information, music style information, reference sample information and duration information; and generating the target music based on the creation information.

[0057] Examples of occasion information include a holiday, weather conditions, a game victory, or adding a new game friend. Examples of emotional information include the user's current happiness or frustration. Musical style information can include styles that reflect the user's musical interests, such as Japanese, jazz, or new Chinese styles, or specific instrument types. Reference sample information can include the name of a song provided by the user, music with a certain tempo, or music played with a certain instrument type.

[0058] As shown in Figure 4a, there is a schematic diagram of a target music creation provided by an embodiment of the present application. As can be seen from Figure 4a, the user clicks the "+" control in the interface to jump to the music creation interface. The user can call out the virtual keyboard in the interface to input natural language such as keywords, sentences, etc. that represent the creation information, as a prompt (Prompt) for artificial intelligence technology (such as generative AI such as generative large language models). After the input is completed, click the create control to create the target music using artificial intelligence technology. After the creation is completed, the target music will be played. The user can make adjustments based on the playback effect. When adjusting, you can add or delete the keywords entered previously, and you can also adjust other parameters of the target music, such as pitch, beat, etc. Thus, it is possible to generate unique target music exclusive to the user.

[0059] Another method for generating target music includes: displaying a target music creation interface; obtaining creation information provided by a user; the creation information includes: at least one of the character personality, character attributes, clothing style, emotional information and duration information of the target virtual character in the game; and generating the target music based on the creation information.

[0060] In gaming scenarios, different users' avatars (also known as virtual characters) have different characteristics. For example, even the same character can have different clothing and hair styles based on the needs of different users. In some games, users can also create attributes (such as the character's worldview) and personality for the virtual character. They can also include information about the user's current mood and the duration of the music to be created.

[0061] Figure 4b is a schematic diagram of another target music creation provided by an embodiment of the present application. As can be seen from Figure 4b, the user clicks the "+" control in the interface to jump to the music creation interface, where the user can import the character personality, character attributes, clothing style, emotional information, etc. of the virtual character that has been set previously. After the import is complete, click the create control to create the target music using artificial intelligence technology. After the creation is complete, the target music will be played. The user can make adjustments based on the playback effect. When adjusting, you can add or delete the keywords entered previously, and you can also adjust other parameters of the target music, such as pitch, beat, etc. In this way, it is possible to generate unique target music exclusive to the user.

[0062] Of course, in actual application, the target music can be created by combining the creation information of Figures 4a and 4b. When creating, if some users are not very good at creation, prompt words can be displayed in the creation interface, and the user can create the target music by directly selecting the prompt words.

[0063] After completing the target music, the player can use the original target music to interact with their gaming friends. Two implementations are listed: in response to a trade request for the target music created by the first virtual character, ownership of the target music is transferred to the second virtual character with whom the player has a gaming relationship; or, in response to a trade request for the target music created by the first virtual character, ownership of the target music is transferred to the second virtual character with whom the player has a gaming relationship, and the player receives game props provided by the second virtual character.

[0064] Specifically, a transaction control can be displayed in the virtual interaction interface. When the user clicks on the transaction control, they can choose to give the target music to a game friend or unfamiliar virtual character. Alternatively, the target music can be shared at the request of an unfamiliar virtual character or a game friend. Sharing can be done collectively (for example, unlimited sharing with multiple virtual characters) or targeted (sharing with only one or a few virtual characters).

[0065] In another alternative, user-generated target music can be traded in-game. For example, users can use their original target music to exchange game items (including tradable items like weapons, equipment, and skins) with friends. This allows the target music to be used not only for playback but also to enhance interaction. Furthermore, when trading target music, the corresponding visual elements can also be traded.

[0066] Through the above solution, users can create exclusive music according to their actual needs, and the exclusive music can express the current social status of the user (such as emotional state, interests, etc.), so that users can directly understand the user's social status through music, achieving better social effects.

[0067] In one or more embodiments of the present application, the social status of the target virtual character includes: determining the social status based on status keywords provided by the operating user of the target virtual character; or, determining the social status based on game data of the target virtual character during the game; or, determining the social status based on the target music set by the user; or, determining the social status based on the interaction content between the target virtual character and the first virtual character or the second virtual character.

[0068] In practical applications, there are various ways to determine the target avatar's social status. For example, users can provide status keywords. For example, users can enter "happy," "depressed," or "helpless" through the status setting interface, or enter emoticons that express the corresponding emotions. The user-entered status keywords can be displayed in the interface or not.

[0069] For users who are less expressive, they can analyze the target music to obtain the creative information used when the target music was originally created, and then use this information to determine the user's current social status. If the user is using reposted music created by others, their current social status can be determined based on information extracted from the public content, song categories, or lyrics.

[0070] In an alternative solution, social status can also be analyzed and determined based on the user's interactions with other users. For example, if User A controls a first virtual character and chats with User B's second virtual character, and the chat expresses joy at winning a game, the first virtual character's social status can be analyzed as happy or joyful, and the corresponding target music can be switched to happy or joyful tracks. If matching music is already in the first virtual character's music collection, it can be directly played. If not, the music can be reposted or User A can be prompted to create music.

[0071] Of course, in actual applications, the above content can be combined to determine the current social status. Through the above method, the user's current social status can be determined more timely and proactively, so as to play the corresponding target music based on the determined social status in a timely manner and display the corresponding social status elements.

[0072] In one or more embodiments of the present application, the social status element includes: a visual element.

[0073] The playing of target music for displaying the social status of the target virtual character, and visually representing a social status element corresponding to the target music in the graphical interaction interface, wherein the social status element is used to display the social status of the target virtual character, include:

[0074] Determining a corresponding visual element according to the social status;

[0075] Displaying visual elements representing social status in the graphical interactive interface; the visual elements include: a world view identifier, an interest identifier, background elements, background weather, an identifier of a game character that matches the target virtual character, a virtual player type, and a virtual player color;

[0076] determining the target music for expressing the social status of the target virtual character;

[0077] The visual element for representing the social status is displayed when the target music is played.

[0078] In practical applications, social status is reflected through social status elements. Social status elements include visual elements and auditory elements. Visual elements can be understood as various visible elements that can express social status (including emotional state, worldview, interests and hobbies, etc.).

[0079] These visual elements can be determined based on social status or target music. A correspondence between social status and visual elements can be pre-established, or a correspondence between target music and visual elements can be pre-established. Of course, corresponding visual elements can also be determined based on parsing the social status or the current target music.

[0080] For example, visual elements include: symbols used to represent worldviews (for example, a celebrity portrait, a famous quote), interest symbols (for example, an athlete portrait, a musician portrait, a game anchor portrait, etc.), background elements (for example, a pastoral background, a forest background, a sea background), background weather (for example, sunny weather, rainy weather), a logo of a game character that matches the target virtual character (the virtual character raises pets, mounts, weapons and props, etc., and is displayed in the form of a cheerful expression or a dull expression), a virtual player type (for example, a music box becomes a heart shape, a metal box image, etc.) and a virtual player color (a pink pattern, a green pattern, etc.).

[0081] Determine the target music for displaying the social status of the target virtual character; of course, this target music can also be selected or set in advance. Display the visual elements used to represent the social status while the target music is playing. In an optional solution, when the music is played and the visual elements are displayed, the visual elements can dynamically change with the beat, rhythm, and pitch of the music. For example, the size of the rain in the perspective element can dynamically change with the music. A specific implementation method, for example, can use artificial intelligence technology to analyze the target music in real time and control the presentation of the visual elements in real time.

[0082] In one or more embodiments of the present application, determining the corresponding visual element based on the social status includes: determining at least one visual element corresponding to the social status based on a preset correspondence between the social status and the visual element; or, parsing the social status using an artificial intelligence model to generate a social element control instruction, so as to control the expression of the social element using the social element control instruction.

[0083] For example, using pre-set rules, the corresponding visual elements can be preset according to various social statuses. When a change in social status is detected, the corresponding visual element will be replaced in a timely manner. Specifically, this could be when the user enters a keyword expressing their social status or, for example, when the user switches to a target music track.

[0084] Taking actual gaming applications as an example, AI models can be used to analyze a user's social state, such as identifying elements of fatigue and depression. Using AI models (such as ChatGPT), these elements are then converted into game engine control commands. These commands control modules within the engine, such as the weather, audio, and UI systems, to make adjustments that align with these social elements, thereby connecting the audiovisual expressions to the user's current mood. This control process can include changing the weather in the game scene (e.g., changing to a rainy day), changing the background music (e.g., replacing sad / melancholic background music from the music library, applying AI sound effects or AI voice-changing to the original music or similar music in the library, or directly creating new music using AI), and adjusting the location, volume, and range of the sound source to make it appear more lingering. This ensures that the audiovisual expressions in the game scene align with the user's current mood, allowing the game to resonate with the user's current emotions. Alternatively, the audiovisual expressions in the game scene can be adjusted to be out of sync with the current mood, encouraging or comforting the user to overcome their current sadness through more positive and upbeat audiovisual expressions. Decision-making can be achieved through AI analysis of real-time user behavior data to determine the optimal time to intervene. The above-described variation method can also be applied independently to game UI interfaces, such as the user's personal information display interface or background music display interface within the game client, by linking the user's current mood through interface background animation and music playback. The AI ​​model described here can be a single model performing all tasks or multiple models performing independent tasks and coordinating with each other, without specific limitations.

[0085] As an alternative, an AI model can be used to analyze social statuses, or to analyze target music based on social statuses, to obtain social elements and directly display them, completing the selection and display of visual elements without excessive user involvement. Alternatively, social element control instructions can be obtained, allowing visual elements to be added, modified, or deleted as needed. After the perspective element corresponding to the social status is finally determined, the content and matching relationship of the overall visual elements can be saved and directly called upon the next time it is needed, without the need for AI model analysis, which can effectively improve efficiency.

[0086] In an optional solution, when the target music is played, the corresponding music score is displayed on one side of the second interactive UI control; wherein the notes in the music score are virtual identifiers or social status elements that match the social status.

[0087] FIG5 is a schematic diagram of a social status element display provided in an embodiment of the present application. As can be seen from FIG5 , a musical score can be displayed next to the avatar music player or the second interactive UI control. The musical notes in the musical score can also serve as a visual element. For example, the notes can be displayed in the form of flowers or hearts. Alternatively, a user-defined virtual identifier (e.g., a user avatar or a user's avatar avatar) can be dynamically displayed as a note in the musical score.

[0088] In one or more embodiments of the present application, the social status element includes an auditory element. Determining the target music for representing the social status of the target virtual character includes determining auditory elements corresponding to the social status for adjusting the target music; the auditory elements include at least one or more of a tempo, instrument type, tune, a voiceover that matches the target virtual character, and a musical style; and adjusting the target music using the auditory elements before playing.

[0089] In this application, after the user actively selects the target music, or switches the target music based on their social status (or not), the auditory elements can be adjusted to make the target music played better reflect the user's current social status (for example, reflecting the user's joy of winning a game). Specifically, the target music's tempo, instrument type, melody, and musical style can be changed; the voiceover can also be changed based on the role played by the virtual character in the game (for example, changing the original singer's accent to the virtual character's).

[0090] Of course, the above-mentioned changes in auditory elements can be achieved by changing parameters, and artificial intelligence technology can also be used to automatically identify and change them.

[0091] In one or more embodiments of the present application, before playing the target music used to show the social status of the target virtual character, it also includes: if the target virtual character includes a first virtual character and a second virtual character, determining a first relative position relationship between the second virtual character and the first virtual character in the virtual scene; based on the relative position relationship, determining a first sound source position of the target music in the virtual scene.

[0092] In some interactive scenarios, such as open-world game scenarios, the virtual scene is three-dimensional, and the distance relationship between characters is three-dimensional. Since different virtual characters are configured with exclusive music, in order to provide users with a better interactive experience, the location of the sound source can be determined based on the relative distance and relative position relationship between different virtual characters. For example, if the user controls the first virtual character to move in space, and the user plays the target music of the second virtual character located to the left of the first virtual character, when the user plays the target music, the sound source is determined to be on the left, so that the sound source and the character position are consistent.

[0093] If the first virtual object moves in the virtual space, the second sound source position of the target sound source in the virtual space is determined based on the second relative position relationship after the movement. Because the user controls the movement of the virtual character in the game scene to complete the game task, the sound source is adjusted accordingly based on the change in relative position. When the distance between the second virtual character and the first virtual character exceeds a certain threshold, the second virtual character's sound source is muted, indicating that the first virtual character is too far away to hear it.

[0094] In one or more embodiments of the present application, it also includes: if there are multiple second virtual characters, establishing an object set including at least one second virtual character based on the game association between the first virtual character and the second virtual character in the game; and displaying at least one of the second virtual characters in the character set and the first virtual character in a position in the virtual scene that does not block the first virtual character.

[0095] In this embodiment, it is assumed that the user can actually control the first virtual character, and the second virtual character is a character with a game association with the first virtual character. The game association here refers to the existence of a game correlation between the two characters. Methods for determining whether there is a game association include:

[0096] The game association degree is determined based on the number of game interactions between the first virtual character and the second virtual character; or, the game association degree is determined based on the friendship status of the first virtual character and the second virtual character.

[0097] For example, if a first virtual character and a second virtual character have played five games together, the game connection between them is considered greater than the connection threshold (here, we can assume the threshold is 3). Then, the second virtual character will appear as a member of the object set in the first virtual character's interaction interface. Alternatively, the first virtual character will only appear in the object set if the second virtual character has added each other as friends.

[0098] Of course, you can also set an upper limit on the number of objects in the interactive interface. For example, if a maximum of 10 second virtual characters are displayed in the interactive interface, the top 10 second virtual characters will be selected based on their game relevance and displayed as an object collection on the interactive page. Alternatively, you can select the top 10 second virtual characters with whom you've recently collaborated in a game and display them as an object collection on the interactive page. Alternatively, you can select the top 10 second virtual characters added as friends.

[0099] Figure 6 is a schematic diagram of the second virtual character display method provided in an embodiment of the present application. As can be seen from Figure 6, the object collection of the second virtual character can be displayed in a variety of ways, such as in a list format or in a radar chart format, where multiple second virtual character avatars are displayed around "My Avatar" in a radar chart-like format. Only second virtual objects that have interacted with the first virtual character in the past week (up to 10 people) are selected here. Those that have not interacted within a week are not displayed here. "My Avatar" is in the middle position and must display their level, nickname, and online status. The avatars of the second virtual characters with whom they interact must display their avatar, level, nickname, and online status. Alternatively, they can be displayed together with the virtual objects in the interactive interface. All of the above display methods require that the second virtual character cannot obscure the first virtual character. When the object collection system is opened, the default target music (BGM) of the second virtual character with the highest interaction frequency with the first virtual character is played. At this time, the avatar of the second virtual character that is playing the music has a music playback effect, such as the avatar rotating (imitating CD playback or music box playback) or displaying sound wave effects.

[0100] Based on the above embodiment, the method of displaying at least one second virtual character in the object set and the first virtual character in a position in the virtual scene that does not obstruct the first virtual character includes: if the object set is a list-based set, then displaying at least one second virtual character in the list-based set next to the first virtual character. After playing target music that represents the social status of the target virtual character, the method further includes: if a playback request for target music corresponding to multiple second virtual characters in the list is received, then playing the target music that represents the social status of the multiple second virtual characters in the object set in the order in which they are arranged.

[0101] As described above, when the object collection of the second virtual characters is in a list format, when the user of the first virtual character clicks to play the music of the second virtual character in the list, after the first second virtual character's target music is played, the music of the next second virtual character will automatically jump to the target music of the next second virtual character and play normally. In this case, the object collection list can be used as a music list to play the music of each second virtual character. During the playback, the visual elements corresponding to the currently playing music will be displayed in the interactive interface of the first virtual character.

[0102] Based on the same idea, the embodiment of the present application also provides a music-based interactive device. Figure 7 is a structural diagram of a music-based interactive device provided in the embodiment of the present application. As can be seen from Figure 7, a graphical interactive interface is displayed on the display interface of the display device, and the graphical interactive interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI. The device includes:

[0103] A display module 71 is configured to provide a first interactive UI control and / or a second interactive UI control associated with a target virtual character on the graphical interactive interface, wherein the first interactive UI control displays identity information of the target virtual character, and the second interactive UI control displays information about a music playback device of the virtual character;

[0104] The playback module 72 is used to play the target music used to show the social status of the target virtual character in response to the operation of the first interactive UI control or the second interactive UI control, and to visually represent the social status elements corresponding to the target music in the graphical interactive interface, wherein the social status elements are used to show the social status of the target virtual character, and the social status includes at least one or more of emotions, worldviews, and interests, and the visual representation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0105] The playback module 72 is configured to reproduce the target music in response to the adding operation of the second interactive control, or to create the target music based on the creation information provided by the user.

[0106] Optionally, a generation module 73 is further included, and the target music is generated in the following manner:

[0107] Display the target music creation interface;

[0108] Acquiring creative information provided by a user; the creative information includes at least one of occasion information, emotion information, music style information, reference sample information, and duration information;

[0109] The target music is generated based on the composition information.

[0110] Optionally, a generation module 73 is further included, and the target music is generated in the following manner:

[0111] Display the target music creation interface;

[0112] Acquiring creation information provided by a user; the creation information includes at least one of the character personality, character attributes, clothing style, emotional information, and duration information of a target virtual character in the game;

[0113] The target music is generated based on the composition information.

[0114] Optionally, the system further includes a determining module 74 for determining the social status based on a status keyword provided by the user operating the target virtual character; or

[0115] Determine the social status based on game data of the target virtual character during the game; or

[0116] Determine the social status based on the target music set by the user; or

[0117] The social status is determined based on interaction content between the target virtual character and the first virtual character or the second virtual character.

[0118] Optionally, the social status elements include: visual elements;

[0119] A playback module 72 is configured to determine a corresponding visual element according to the social status;

[0120] Displaying visual elements representing social status in the graphical interactive interface; the visual elements include: a world view identifier, an interest identifier, background elements, background weather, an identifier of a game character that matches the target virtual character, a virtual player type, and a virtual player color;

[0121] determining the target music for expressing the social status of the target virtual character;

[0122] The visual element for representing the social status is displayed when the target music is played.

[0123] A determination module 74 is configured to determine at least one visual element corresponding to the social status according to a preset correspondence between the social status and the visual element; or

[0124] The social status is analyzed using an artificial intelligence model to generate a social element control instruction so that the social element expression can be controlled using the social element control instruction.

[0125] Optionally, the social status element includes: an auditory element;

[0126] A determination module 74 is configured to determine auditory elements corresponding to the social status for adjusting the target music; the auditory elements include at least one or more of a beat, an instrument type, a tune, a voiceover of a game character that matches the target virtual character, and a musical style;

[0127] The target music is adjusted using the auditory elements and then played.

[0128] a determination module 74 configured to determine a first relative position relationship between the second virtual character and the first virtual character in the virtual scene if the target virtual character includes a first virtual character and a second virtual character;

[0129] Based on the relative position relationship, a first sound source position of the target music in the virtual scene is determined.

[0130] The generating module 73 is configured to, if there are multiple second virtual characters, establish an object set including at least one second virtual character according to the game association between the first virtual character and the second virtual character in the game;

[0131] At least one second virtual character in the character set and the first virtual character are displayed in the virtual scene at a position that does not block the first virtual character.

[0132] A determination module 74 is configured to determine the game association degree according to the number of game interactions between the first virtual character and the second virtual character; or

[0133] The game association degree is determined according to the friendship status of the first virtual character and the second virtual character.

[0134] a playing module 72 for displaying at least one of the second virtual characters in a list format on one side of the first virtual character if the object set is a list format set;

[0135] If a request for playing target music corresponding to a plurality of second virtual characters in the list is received, the target music for representing their social status is played sequentially according to the arrangement order of the plurality of second virtual characters in the object set.

[0136] Optionally, the virtual character music playing device controlled by the second interactive UI control includes: a virtual tape player, a virtual music box player, and a virtual CD player;

[0137] At least one of a music control, a play status control, and a play progress control is displayed on the virtual player.

[0138] The playing module 72 is used to display the corresponding music score on the side of the second interactive UI control when playing the target music; wherein the notes in the music score are virtual identifiers or social status elements matching the social status.

[0139] Optionally, the system further includes a transaction module 75 for transferring the ownership of the target music created by the first virtual character to the second virtual character with whom the game is associated in response to a transaction request for the target music created by the first virtual character; or

[0140] In response to a transaction request for target music created by the first virtual character, the ownership of the target music is transferred to the second virtual character with a game association relationship, and the game props provided by the second virtual character are received.

[0141] Based on the above embodiment, in some game scenes, in order to allow users to play the game in addition to playing the game, corresponding background music is often configured. Specifically, a graphical interactive interface is displayed on the display interface of the display device (for example, it can be an interface after entering the game), and the graphical interactive interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control (a control that can be operated by the user), and a non-interactive UI (a control that can only be viewed but does not support user operation). A first interactive UI control and / or a second interactive UI control associated with the target virtual character are provided in the graphical interactive interface, the first interactive UI control displays the identity information of the target virtual character, and the second interactive UI control displays the virtual character music playback device information. In response to the operation of the first interactive UI control or the second interactive UI control, the target music for showing the social status of the target virtual character is played, and the social status element corresponding to the target music is visually expressed in the graphical interactive interface. The social status element is used to show the social status of the target virtual character, and the social status includes at least one or more of emotions, worldview, and interests. The visual expression is performed by at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI. Through the above scheme, the user can express the current user's social status (such as emotions, interests, worldview, etc.) through the target music played and the social status elements displayed in the graphical interactive interface, thereby shaping a more comprehensive and three-dimensional social status. Other users can also intuitively understand the user's social status through vision and hearing, while satisfying the user's gaming needs and enhancing the user's social experience through music. By expressing social status information such as worldview in an interactive visual or auditory way, it helps users release their personal emotions, allows users to intuitively understand the emotions of others, strengthens the connection between the user's social status and personal emotions, provides emotional value to users, and brings users a more novel social experience.

[0142] In one possible design, the structure of the music-based interactive device shown in Figure 7 can be implemented as an electronic device. As shown in Figure 8, this electronic device may include a processor 81 and a memory 82. Memory 82 stores executable code that, when executed by processor 81, enables processor 81 to implement the music-based interactive method provided in the aforementioned embodiments. This electronic device may also include a communication interface 83 for communicating with other devices or a communication network.

[0143] In addition, an embodiment of the present invention provides a non-transitory machine-readable storage medium, on which executable code is stored. When the executable code is executed by a processor in a server or a computer, the processor executes the music-based interaction method corresponding to Figure 1 provided in the aforementioned embodiments.

[0144] The device embodiments described above are merely illustrative, wherein the modules described as separate components may or may not be physically separate. Some or all of the modules may be selected based on actual needs to achieve the objectives of the present embodiment. Persons of ordinary skill in the art will be able to understand and implement the present invention without inventive effort.

[0145] Through the description of the above embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by adding a necessary general hardware platform, and of course can also be implemented by combining hardware and software. Based on this understanding, the essence of the above technical solution or the part that makes the contribution can be embodied in the form of a computer product. The present invention can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0146] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit it. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the various embodiments of the present invention.

[0147] FIG9 schematically shows a block diagram of a computer program product that implements the method according to the present invention. The computer program product includes a computer program / instructions 910 that, when executed by a processor such as the processor 82 shown in FIG8 , implements the steps of the music-based interaction method described above.

[0148] While the foregoing description of specific embodiments of this specification is intended to encompass all other embodiments within the scope of the appended claims, in some cases, the actions or steps recited in the claims may be performed in a different order than that described in the embodiments and still achieve the desired results. Furthermore, the processes depicted in the accompanying drawings do not necessarily need to follow the specific order or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also feasible or advantageous.

[0149] It should also be noted that the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, commodity, or apparatus that includes a series of elements includes not only those elements but also other elements not explicitly listed, or includes elements inherent to such process, method, commodity, or apparatus. In the absence of further limitations, an element defined by the phrase "comprises a ..." does not exclude the presence of other identical elements in the process, method, commodity, or apparatus that includes the element.

[0150] It should be understood that the above embodiments are merely illustrative of the present invention and are not intended to limit the present invention. Those skilled in the art may also implement the present invention in other ways without departing from the basic spirit and characteristics of the present invention. The scope of the present invention shall be determined by the appended claims, and any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of one or more embodiments of this specification shall be encompassed.

Claims

1. A music-based interactive method, wherein a graphical interactive interface is displayed on a display interface of a display device, wherein the graphical interactive interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI, and the method comprises: A first interactive UI control and / or a second interactive UI control associated with a target virtual character are provided in the graphical interaction interface, wherein the first interactive UI control displays identity information of the target virtual character, and the second interactive UI control displays music playback device information of the virtual character; In response to an operation on the first interactive UI control or the second interactive UI control, target music used to show the social status of the target virtual character is played, and a social status element corresponding to the target music is visually represented in the graphical interactive interface, the social status element being used to show the social status of the target virtual character, the social status including at least one or more of emotions, worldviews, and interests, and the visual representation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

2. The method according to claim 1, wherein: Before playing the target music for showing the social status of the target virtual character, the method further includes: In response to the adding operation of the second interactive control, the target music is reproduced, or the target music is created based on the creation information provided by the user.

3. The method according to claim 1, wherein: The target music is generated in the following manner: Display the target music creation interface; Acquire the creation information provided by the user; the creation information includes: at least one of occasion information, emotion information, music style information, reference sample information and duration information; The target music is generated based on the composition information.

4. The method according to claim 1, wherein: The target music is generated in the following manner: Display the target music creation interface; Acquire creation information provided by a user; the creation information includes: at least one of the character personality, character attributes, clothing style, emotional information, and duration information of a target virtual character in the game; The target music is generated based on the composition information.

5. The method according to any one of claims 1 to 4, wherein: The method for determining the social status of the target virtual character includes: Determine the social status based on a status keyword provided by the operating user of the target virtual character; or Determine the social status based on game data of the target virtual character during the game; or Determine the social status based on the target music set by the user; or, The social status is determined based on the interaction content between the target virtual character and the first virtual character or the second virtual character.

6. The method according to claim 4, wherein: The social status elements include: visual elements; The playing of the target music for showing the social status of the target virtual character, and visually representing the social status element corresponding to the target music in the graphical interaction interface, wherein the social status element is used to show the social status of the target virtual character, include: Determining a corresponding visual element according to the social status; Displaying visual elements representing social status in the graphical interactive interface; the visual elements include: a world view identifier, an interest identifier, a background element, background weather, an identifier of a game character that matches the target virtual character, a virtual player type, and a virtual player color; Determining the target music for showing the social status of the target virtual character; The visual element for representing the social status is displayed when the target music is played.

7. The method according to claim 6, wherein: The determining of the corresponding visual element according to the social status includes: According to a preset correspondence relationship between a social status and a visual element, determining at least one visual element corresponding to the social status; or, The social status is analyzed by using an artificial intelligence model to generate a social element control instruction so as to control the social element expression by using the social element control instruction.

8. The method according to claim 6, wherein: The social status elements include: auditory elements; The determining of the target music for showing the social status of the target virtual character includes: Determine an auditory element corresponding to the social status for adjusting the target music; the auditory element includes at least one or more of a beat, an instrument type, a tune, a voiceover of a game character that matches the target virtual character, and a music style; The target music is adjusted using the auditory elements and then played.

9. The method according to claim 1, wherein: Before playing the target music for showing the social status of the target virtual character, the method further includes: If the target virtual character includes a first virtual character and a second virtual character, determining a first relative position relationship between the second virtual character and the first virtual character in the virtual scene; Based on the relative position relationship, a first sound source position of the target music in the virtual scene is determined.

10. The method according to claim 9, wherein: Also includes: If there are multiple second virtual characters, establishing an object set including at least one second virtual character according to the game association between the first virtual character and the second virtual character in the game; At least one of the second virtual characters in the character set and the first virtual character are displayed in the virtual scene at a position that does not block the first virtual character.

11. The method according to claim 10, wherein: The method for determining the game association degree between the first virtual character and the second virtual character includes: Determine the game association degree according to the number of game interactions between the first virtual character and the second virtual character; or The game association degree is determined according to the friendship status of the first virtual character and the second virtual character.

12. The method according to claim 10, wherein: The method of displaying at least one of the second virtual characters in the object set and the first virtual character at a position in the virtual scene that does not block the first virtual character comprises: If the object set is a set in list form, displaying at least one of the second virtual characters in list form on one side of the first virtual character; After playing the target music for showing the social status of the target virtual character, the method further includes: If a request for playing target music corresponding to a plurality of the second virtual characters in the list is received, the target music for representing their social status is played in sequence according to the arrangement order of the plurality of the second virtual characters in the object set.

13. The method according to claim 1, wherein: The virtual character music playing device controlled by the second interactive UI control includes: a virtual tape player, a virtual music box player, and a virtual CD player; At least one of a music control, a play status control and a play progress control is displayed on the virtual player.

14. The method according to claim 13, wherein: The social status element corresponding to the target music is visually represented in the graphical interaction interface, including: When the target music is played, the corresponding music score is displayed on one side of the second interactive UI control; wherein the notes in the music score are virtual identifiers matching the social status or the social status elements.

15. The method according to claim 3 or 4, wherein: After generating the target music based on the creation information, the method further includes: In response to a transaction request for the target music created by the first virtual character, the ownership of the target music is transferred to the second virtual character with a game association relationship; or In response to a transaction request for target music created by the first virtual character, the ownership of the target music is transferred to the second virtual character with a game association relationship, and the game props provided by the second virtual character are received.

16. A music-based interactive device, which displays a graphical interactive interface on a display interface of a display device, wherein the graphical interactive interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI, the device comprising: A display module, configured to provide a first interactive UI control and / or a second interactive UI control associated with a target virtual character on the graphical interaction interface, wherein the first interactive UI control displays identity information of the target virtual character, and the second interactive UI control displays music playback device information of the virtual character; A playback module is used to play target music used to show the social status of the target virtual character in response to an operation on the first interactive UI control or the second interactive UI control, and to visually represent a social status element corresponding to the target music in the graphical interactive interface, wherein the social status element is used to show the social status of the target virtual character, wherein the social status includes at least one or more of emotions, worldviews, and interests, and the visual representation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

17. An electronic device comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the method according to any one of claims 1 to 15.

18. A computer-readable medium having stored thereon at least one instruction, at least one program, code set or instruction set, wherein the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the method according to any one of claims 1 to 15.

19. A computer program product, comprising a computer program / instructions, which, when executed by a processor, implement the steps of the method according to any one of claims 1 to 15.

Citation Information

Patent Citations

  • Playing method and device of media file in a virtual scene, equipment and storage medium

    CN112800252A

  • Music resource playing method and device, storage medium and electronic device

    CN114653063A

  • Object interaction method and device, electronic equipment, storage medium and program product

    CN116943187A

  • Virtual character display method and device, equipment and storage medium

    CN116954412A

  • Virtual musical interface in a haptic virtual environment

    US20110191674A1

Cited By

  • Interface interaction method and device, equipment and storage medium

    CN121326185A