Sound effect playback method and apparatus, voiceprint identifier display method and apparatus, and terminal device
By weakening the sound effects in the visually blocked area and displaying the voiceprint logo, the problem of single game sound effects is solved, and the user experience and game fun are improved.
Patent Information
- Application Number
- PCT/CN2025/081591
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-03-27
- Filing Date
- 2025-03-10
- Publication Date
- 2025-10-02
AI Technical Summary
The sound effects in game applications are relatively simple and cannot effectively simulate the impact of visual occlusion on sound effects, resulting in an insufficient user experience.
When a virtual object is located in a visually blocked area, the sound effect of the sound event is processed through attenuation processing to reduce its effect in distinguishing the position, and a voiceprint identifier is displayed to indicate the direction and position of the object.
It enriches the diversity of sound effects, enhances the user's sense of immersion and game fun, improves the human-computer interaction effect, and simulates real sound effects through the combination of vision and hearing.
Smart Images

Figure CN2025081591_02102025_PF_FP_ABST
Abstract
Description
Sound effect playing method, voiceprint identification display method, device and terminal equipment
[0001] This application claims priority to Chinese patent application No. 202410376871.7 filed on March 27, 2024, entitled “Sound effect playback method, voiceprint identification display method, device and terminal equipment”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] The embodiments of the present application relate to the field of computer technology, and in particular to a sound effect playback method, a voiceprint identification display method, an apparatus, and a terminal device. Background Art
[0003] With the development of application development technology, the sound effects in game applications are becoming more and more rich and diverse.
[0004] In the related art, the sound effects played by the game application heard by the user, such as the footsteps of a virtual object in a virtual environment, are only related to the distance and position of the virtual object, which results in the sound effects played by the game application being relatively simple. Summary of the Invention
[0005] The embodiments of the present application provide a sound effect playback method, a voiceprint identification display method, an apparatus, and a terminal device, which can enhance the richness of sound effect playback in game applications. The technical solution is as follows:
[0006] According to one aspect of an embodiment of the present application, a method for playing sound effects is provided, the method being executed by a terminal device, the method comprising:
[0007] displaying a virtual environment including a first virtual object;
[0008] When the first virtual object is located in a visual occlusion area in the virtual environment and the first virtual object triggers a sound event in the visual occlusion area, the sound effect of the sound event is played after being weakened, wherein the visual occlusion area is used to produce an occlusion effect on the virtual elements in the area, and the weakening processing is used to weaken the effect of the sound effect for identifying the location of the first virtual object.
[0009] According to one aspect of an embodiment of the present application, a method for displaying a voiceprint identification is provided, the method being executed by a terminal device, the method comprising:
[0010] displaying a virtual environment including a first virtual object;
[0011] Based on the degree of visual occlusion of the area where the first virtual object is located, the voiceprint identifier corresponding to the sound event triggered by the first virtual object is displayed. The degree of visual occlusion is used to indicate the degree of occlusion effect on the virtual elements in the area. The voiceprint identifier is used to indicate the direction and position of the first virtual object. The display interval duration between two adjacent voiceprint identifiers is positively correlated with the degree of visual occlusion of the area where the first virtual object is located.
[0012] According to one aspect of an embodiment of the present application, a sound effect playback device is provided, the device comprising:
[0013] An environment display module, configured to display a virtual environment including the first virtual object;
[0014] A sound effect playback module is used to play the sound effect of the sound event after being weakened when the first virtual object is located in the visual occlusion area in the virtual environment and the first virtual object triggers a sound event in the visual occlusion area, wherein the visual occlusion area is used to produce an occlusion effect on the virtual elements in the area, and the weakening processing is used to weaken the effect of the sound effect for identifying the location of the first virtual object.
[0015] According to one aspect of an embodiment of the present application, a voiceprint identification display device is provided, the device comprising:
[0016] An environment display module, configured to display a virtual environment including the first virtual object;
[0017] An identification display module is used to display the voiceprint identification corresponding to the sound event triggered by the first virtual object based on the degree of visual occlusion of the area where the first virtual object is located. The degree of visual occlusion is used to indicate the degree of occlusion effect on virtual elements in the area. The voiceprint identification is used to indicate the direction and position of the first virtual object. The display interval duration between two adjacent voiceprint identifications is positively correlated with the degree of visual occlusion of the area where the first virtual object is located.
[0018] According to one aspect of an embodiment of the present application, a terminal device is provided, which includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the above-mentioned sound effect playback method or the above-mentioned voiceprint identification display method.
[0019] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above-mentioned sound effect playback method or the above-mentioned voiceprint identification display method.
[0020] According to one aspect of an embodiment of the present application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned sound effect playback method or the aforementioned voiceprint identification display method.
[0021] The technical solutions provided by the embodiments of the present application may have the following beneficial effects:
[0022] On the one hand, when a virtual object is located in a visually blocked area of the virtual environment, the sound effects of the sound events triggered by the virtual object in the visually blocked area are weakened so that the weakened sound effects played out are less effective in identifying the location of the sound. Taking into account that visual occlusion (such as the presence of obstacles) may hinder the propagation of sound (the obstacles may cause the sound to reflect, refract, etc.), the organic combination of visual occlusion and auditory sound effect weakening can simulate more realistic sound effects in the case of visual occlusion. This not only enriches the diversity of the sound effects played, but also gives users a sense of immersion, improving the user's game experience.
[0023] On the other hand, the sound effect is only weakened, not completely eliminated, and the player can still perceive the sound event triggered by the first virtual object (such as perceiving the first virtual object walking or attacking, etc.) based on the sound effect. However, weakening the sound effect of the sound event reduces the perception of the sound location of the first virtual object, making the sound location of the first virtual object more difficult to discern. This improves the richness of the sound effects, enriches the human-computer interaction, and enhances the fun of the game.
[0024] On the other hand, in the embodiments of the present application, the visual occlusion area can not only visually block the virtual objects located in the visual occlusion area, but also auditorily blur the position of the virtual objects by weakening the sound effects, thereby enriching the function of the visual occlusion area.
[0025] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present application. BRIEF DESCRIPTION OF THE DRAWINGS
[0026] FIG1 is a schematic diagram of a virtual environment provided by an embodiment of the present application;
[0027] FIG2 is a schematic diagram of a computer system provided by one embodiment of the present application;
[0028] FIG3 is a flowchart of an audio playback method provided by an embodiment of the present application;
[0029] FIG4 is a schematic diagram of a configuration interface provided by an embodiment of the present application;
[0030] FIG5 is a flowchart of an audio playback method provided by another embodiment of the present application;
[0031] FIG6 is a schematic diagram of a configuration interface provided by another embodiment of the present application;
[0032] FIG7 is a flowchart of an audio playback method provided by another embodiment of the present application;
[0033] FIG8 is a schematic diagram of a visual occlusion area provided by an embodiment of the present application;
[0034] FIG9 is a flow chart of a method for displaying a voiceprint identification according to an embodiment of the present application;
[0035] FIG10 is a schematic diagram of a visual occlusion area provided by another embodiment of the present application;
[0036] FIG11 is a block diagram of an audio playback device provided by one embodiment of the present application;
[0037] FIG12 is a block diagram of a voiceprint identification display device provided by one embodiment of the present application;
[0038] FIG13 is a block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION
[0039] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numbers in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all possible embodiments consistent with the present application. Rather, they are merely examples of methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0040] In some embodiments, referring to sub-figure (a) of FIG1 , during the movement of virtual object 11, if virtual object 11 is located in area 12 outside the smoke range of the smoke bomb, the initial sound effect corresponding to each movement of virtual object 11 is played directly. As shown in sub-figure (b) of FIG1 , if virtual object 11 is located within area 13 covered by the smoke generated by the smoke bomb, the initial sound effect corresponding to the movement is weakened to obtain a weakened sound effect corresponding to the movement, and the weakened sound effect corresponding to the movement is played.
[0041] Please refer to FIG2 , which shows a schematic diagram of a computer system provided by an embodiment of the present application, wherein the computer system can be implemented as a sound effect playback system. As shown in FIG2 , the system 200 may include: a terminal device 14 .
[0042] A target application, such as a client of the target application, is installed and running on the terminal device 14. Optionally, a user account is logged into the client. A terminal device is an electronic device with data calculation, processing, and storage capabilities. The terminal device can be a smartphone, tablet computer, PC (Personal Computer), wearable device, etc., which is not limited in this embodiment of the present application. The target application can be a game application, such as a shooting game application, a multiplayer shooter survival game application, a battle royale survival game application, an LBS (Location Based Service) game application, a MOBA (Multiplayer Online Battle Arena) game application, etc., which is not limited in this embodiment of the present application. The target application can also be any application with sound effect playback function, such as a social application, a payment application, a video application, a music application, a shopping application, a news application, etc. In the method provided in the embodiment of the present application, the execution entity of each step can be the terminal device 14, such as a client running on the terminal device 14.
[0043] In some embodiments, the system 200 further includes a server 15, which establishes a communication connection (such as a network connection) with the terminal device 14, and the server 15 is used to provide background services for the target application. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud computing services. In the method provided in the embodiment of the present application, the execution subject of each step can be the terminal device 14; the various steps of the embodiment of the present application can also be performed alternately by the terminal device 14 and the server 15.
[0044] The technical solution of this application is introduced and explained through several embodiments below.
[0045] Please refer to Figure 3, which shows a flow chart of a sound effect playback method provided by an embodiment of the present application. In this embodiment, the method is applied to the client described above as an example. The method may include at least one of the following steps (310-320).
[0046] Step 310: Display a virtual environment including a first virtual object.
[0047] In some embodiments, the virtual object controlled by the user account logged in to the client introduced above may be a second virtual object in the virtual environment. The second virtual object and the first virtual object are different virtual objects participating in the same game and located in the same virtual environment. The terminal device 14 introduced above is used to display the virtual environment observed through the perspective of controlling the second virtual object (including other virtual objects in the virtual environment, such as the first virtual object), and to play sound effects in the virtual environment that simulate the sound effects heard by the second virtual object, that is, the user can hear the sound effects in the virtual environment by controlling the second virtual object.
[0048] In some embodiments, the terminal device 14 described above may include a first terminal device and a second terminal device, wherein a first client of a target application is installed on the first terminal device, and a second client of the target application is installed on the second terminal device. The first user account of the first user controls a first virtual object in the first client of the target application, and the second user account of the second user controls a second virtual object (i.e., a master virtual object) in the second client of the target application. Of course, in addition to being a user-controlled virtual object, the first virtual object in the embodiment of the present application may also be a server-controlled virtual object (artificial intelligence virtual object). Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions. In this case, the second virtual object is considered to be a friendly virtual object of the first virtual object. Optionally, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have a hostile relationship. In this case, the second virtual object is considered to be an enemy virtual object of the first virtual object. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or iOS). The first terminal device may generally refer to one of a plurality of terminal devices, and the second terminal device may generally refer to another one of the plurality of terminal devices. This embodiment only takes the first terminal device and the second terminal device as examples.
[0049] In some embodiments, the virtual environment is an environment displayed (or provided) when the target application is running on a terminal device. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and the embodiments of the present application are not limited to this. For example, a virtual environment containing a first virtual object is displayed on a second terminal device. In some embodiments, the execution subject of the method provided in the embodiments of the present application is a second terminal device.
[0050] In some embodiments, a virtual object refers to a virtual element in a virtual environment that can trigger a sound event. A virtual object can be an movable object in the virtual environment or an immovable, fixed-position object in the virtual environment. When a virtual object is an movable object in the virtual environment, the user can control the corresponding virtual object's movement within the virtual environment through functions provided by the target application, or the target application can independently control the movement of the virtual object within the virtual environment. Taking the target application as an example, a virtual object can refer to a game character. When the virtual object is a game character, the virtual object can be in the form of a human, an animal, a cartoon, or other form, although this is not limited in the present embodiments. A virtual object can also be a virtual prop, wherein a virtual prop can include a virtual vehicle (such as a virtual car, a virtual aircraft, a virtual motorcycle, a virtual bicycle, a virtual boat, a virtual skateboard, etc.), a virtual attack prop (such as a virtual shooting prop, a virtual knife, a virtual throwing prop, etc.), a virtual sound prop (such as a virtual speaker, a virtual speaker, a virtual whistle, a virtual musical instrument, etc.), etc.
[0051] In some embodiments, a virtual object can be displayed in either three-dimensional or two-dimensional form, which is not limited in the present embodiments. Optionally, the virtual object is located in a virtual environment. When the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional model created using animation skeletal technology. The virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment.
[0052] In embodiments of the present application, there are at least three ways to display a virtual environment on a terminal device. The first is a first-person perspective, in which a virtual camera is mounted on the head of a second virtual object. The image obtained by observing the virtual environment through this virtual camera serves as the displayed virtual environment image. In this case, the displayed virtual environment image does not include the second virtual object. The second is a third-person perspective, in which a virtual camera is mounted behind the second virtual object. The image obtained by observing the virtual environment through this virtual camera serves as the displayed virtual environment image. In this case, the displayed virtual environment image may include part or all of the second virtual object. The orientation of both the first-person and third-person perspectives changes with the orientation of the first virtual object. The third is another perspective with a specific direction, in which the orientation of this perspective does not change. In this case, the image obtained by observing the entire virtual environment from a specific direction through the virtual camera serves as the displayed virtual environment image. In this case, the second virtual object can be displayed in the center of the virtual environment image, elsewhere in the virtual environment image, or not at all in the virtual environment image, although this application does not limit this.
[0053] Step 320, when the first virtual object is located in a visual occlusion area in the virtual environment and the first virtual object triggers a sound event in the visual occlusion area, play the sound effect of the sound event after weakening processing, wherein the visual occlusion area is used to produce an occlusion effect on the virtual elements in the area, and the weakening processing is used to weaken the effect of the sound effect on identifying the location of the first virtual object.
[0054] In some embodiments, a visually blocked area is an area that visually blocks virtual elements within the area. Exemplarily, the visually blocked area does not alter the existing virtual elements within the area. Exemplarily, the visually blocked area is an element superimposed on top of the existing virtual elements within the area to block the virtual elements. Exemplarily, visual blocking includes, but is not limited to, fog, rain, snow, and the like.
[0055] In some embodiments, the visual occlusion area is used to produce an occlusion effect on the virtual elements in the area. Exemplarily, the occlusion effect here may refer to the occlusion of clarity. Exemplarily, the occlusion effect here includes at least one of the following: making the virtual elements in the area change from a visible state to an invisible state, making the virtual elements in the area change from a clearly visible state to a fuzzy visible state. Exemplarily, the visible state refers to a state in which the user can see the virtual element on the user interface. Exemplarily, the invisible state refers to a state in which the user cannot see the virtual element on the user interface. Exemplarily, the clearly visible state refers to a state in which the clarity of the virtual element seen by the user on the user interface is greater than or equal to a preset value. Exemplarily, the fuzzy visible state refers to a state in which the clarity of the virtual element seen by the user on the user interface is less than a preset value.
[0056] In some embodiments, the visual occlusion area is an area at a preset location in the virtual environment or a dynamically triggered area. Exemplarily, when the visual occlusion area is an area at a preset location in the virtual environment, the location of the visual occlusion area is preset by the developer. Exemplarily, the area or size of the visual occlusion area is preset. Exemplarily, the visual occlusion area is a spherical area with a preset radius centered at the target location. Exemplarily, when the visual occlusion area is a dynamically triggered area in the virtual environment, it can be dynamically triggered by a virtual object or virtual prop. Exemplarily, when the virtual object is at the target location, the visual occlusion area centered at the target location is triggered. Exemplarily, when the virtual object uses a virtual prop, the visual trigger area is dynamically triggered with the throwing location of the virtual prop in the virtual environment as the center. Exemplarily, when the virtual object uses a virtual prop, the area of the visual trigger area is dynamically determined based on the usage of the virtual prop in the virtual environment. Exemplarily, the longer the virtual prop is used, the larger the area of the visual trigger area. For example, when the duration of use of the virtual prop is shorter, the area of the visual triggering region is smaller.
[0057] In some embodiments, the virtual environment may include a visual occlusion region that can completely visually block virtual elements within the visual occlusion region. If the visual occlusion region completely blocks the visual elements within the visual occlusion region, virtual objects outside the visual occlusion region will be completely unable to see any virtual elements within the visual occlusion region, and will also be completely unable to see the first virtual object within the visual occlusion region.
[0058] In some embodiments, a virtual element in a region refers to a virtual element that existed before a visually obstructed region appeared in the region. For example, the virtual element includes a virtual object, a virtual environment, a virtual vehicle, and the like. For example, the virtual element can be movable or immovable.
[0059] In some embodiments, the first virtual object is located within the visual occlusion area, and the second virtual object is located outside the visual occlusion area. Therefore, when the first virtual object is located within the visual occlusion area, the second virtual object cannot see the first virtual object; that is, the first virtual object is not displayed on the client controlling the second virtual object (such as the client described above).
[0060] In some embodiments, if both the first virtual object and the second virtual object are located within the visual occlusion area, and the distance between the first virtual object and the second virtual object is greater than or equal to a second threshold, the first virtual object is still completely blocked by the visual occlusion area from the perspective of the second virtual object.
[0061] In some embodiments, the visual occlusion area has no blocking or blocking effect on the attack operation, but it can visually hinder other virtual objects from observing the virtual objects within the visual occlusion area, thereby interfering with the virtual objects outside the visual occlusion area from performing attack operations on the virtual objects within the visual occlusion area.
[0062] In some embodiments, a sound event refers to an event that emits a sound and has a corresponding playable sound effect. In some embodiments, a sound event can be a position movement event, such as a crawling event, a walking event, a running event, a jumping event, a climbing event, a driving vehicle event, a swimming event, etc.; in some embodiments, a sound event can also be an attack event, such as a fighting event (i.e., a bare-handed fighting event without using attack props) or a shooting event; in some embodiments, a sound event can also be a contact event, such as an event in which a first virtual object collides or rubs against other virtual elements in the virtual environment (such as stones, tables and chairs, buildings, haystacks, the ground, or other virtual objects other than the first virtual object). For example, if the first virtual object is a game character, if the first virtual object hits a wall, the first virtual object triggers a sound event of hitting the wall, and the sound effect of the first virtual object hitting the wall needs to be played; for another example, the first virtual object is a virtual throwing prop (such as a virtual grenade), when the virtual throwing prop falls to the ground and hits the ground, the virtual throwing prop triggers a sound event of hitting the ground, and the sound effect of the sound event needs to be played.
[0063] In some embodiments, the number of sound events is one or at least two. Exemplarily, only one sound event is allowed to be triggered for the same virtual object at the same time. Exemplarily, at least two sound events are allowed to be triggered for the same virtual object at the same time. Exemplarily, each of the at least one sound event is required to be attenuated, and the attenuated sound effect is played. Exemplarily, each time a sound event is triggered, the attenuated sound effect of the sound event is played once.
[0064] In some embodiments, different numbers of sound events correspond to different numbers of sound effects after attenuation processing.
[0065] In the first case, the number of sound events is one. For example, the number of sound effects after the sound event is weakened is also one. In this case, the weakening process is performed on the initial sound effect corresponding to the sound event to obtain the sound effect after the sound event is weakened.
[0066] In the second case, the number of sound events is at least two. Exemplarily, the number of sound effects after the sound events have been weakened is also at least two. In this case, the weakening process is performed on each of the at least two sound events to obtain the at least two weakened sound effects. Exemplarily, the number of weakened sound effects is the same as the number of sound events.
[0067] In the third case, the number of sound events is at least two. Exemplarily, the number of sound effects after the sound event is weakened is one. In this case, the weakening process is performed on at least two sound events to obtain a weakened sound effect corresponding to the at least two sound events. Exemplarily, the number of weakened sound effects is different from the number of sound events. In this case, at least two sound events correspond to a mixed sound effect. Exemplarily, the weakening process is performed on the mixed sound effect to obtain a weakened sound effect. Exemplarily, the sound effects corresponding to the at least two sound events are obtained and mixed to obtain the mixed sound effect. Exemplarily, the mixed sound effect corresponding to the at least two sound events is preset in advance, and the mixed sound effect is used to indicate the sound effects corresponding to the at least two sound events.
[0068] In some embodiments, if the sound emission location is within a visually blocked area (i.e., the first virtual object is within the visually blocked area), then in order to obtain the sound effect played by the client corresponding to the second virtual object, it is necessary to weaken the original sound effect of the sound emission event to obtain the weakened sound effect of the sound emission event, that is, to obtain the sound effect that the client needs to play. After that, the client plays the weakened sound effect of the sound emission event. In some embodiments, the weakening process can also be called blurring, that is, the sound effect obtained after the blurring process is used to blur the judgment of the location of the virtual object.
[0069] In some embodiments, the attenuation process can be completed in advance, and the attenuated sound effect can be used as the preset sound effect. When the first virtual object triggers a sound event in the visually occluded area, the corresponding preset sound effect is directly found and played after the attenuation process.
[0070] In some embodiments, the weakening process can be completed in real time. In the case where the first virtual object triggers a sound event in the visual occlusion area, after the sound event is triggered, the weakening process of the sound effect corresponding to the sound event is performed.
[0071] In some embodiments, the weakening process can be performed by the client described above or by the backend server described above, and this embodiment of the present application does not specifically limit this. For a detailed explanation of the weakening process, please refer to the embodiment below, which will not be repeated here.
[0072] In some embodiments, the real-time position of the first virtual object (including time and object position coordinates) is obtained. Exemplarily, the real-time position of the visually occluded area is obtained (including time and area position coordinates). Exemplarily, the time when the first virtual object triggers a sound event is obtained. Exemplarily, based on the real-time positions corresponding to the first virtual object and the first visually occluded area, and the time when the first virtual object triggers the sound event, it is determined whether the first virtual object is located in the visually occluded area in the virtual environment, and whether the first virtual object triggers a sound event in the visually occluded area.
[0073] In some embodiments, the visual occlusion area includes the effective area of the smoke generated by the virtual smoke device in the virtual environment, or the coverage area, and the center point of the bottom surface of the coverage area is the position where the virtual smoke device generates the smoke. Exemplarily, the coverage area of the smoke is greater than or equal to the effective area of the smoke. Exemplarily, the edge position of the coverage area of the smoke is considered to be the non-effective area of the smoke. Exemplarily, the effective area corresponding to the coverage area of the smoke is set in advance. Exemplarily, the entire coverage area of the smoke is considered to be the effective area of the smoke. Exemplarily, a partial coverage area of the entire coverage area of the smoke is considered to be the effective area of the smoke. Exemplarily, the area in the entire coverage area of the smoke whose distance to the edge position of the entire coverage area is greater than or equal to a preset value is used as the effective area of the smoke.
[0074] In some embodiments, the virtual smoke device can be a smoke bomb, which is a prop that can generate smoke after being detonated. The smoke generated by the smoke bomb spreads into the space of the virtual environment to form the above-mentioned coverage area. In some embodiments, the smoke bomb can be detonated by the first virtual object or other virtual objects of the team where the first virtual object is located. In some embodiments, the second virtual object can be a virtual object of the team where the first virtual object is located, or it can be a virtual object that has a competitive or hostile relationship with the first virtual object. The embodiments of the present application do not specifically limit this. In some embodiments, the coverage area can be an area of any shape such as a rectangular parallelepiped, a sphere, a hemisphere, or a cylinder. In some embodiments, as shown in Figure 4, when the coverage area is a rectangular parallelepiped, the length (which can be expressed as X), width (which can be expressed as Y), and height (which can be expressed as Z) of the coverage area can be configured through the smoke bomb configuration interface 40. For example, the length, width, and height of the configuration coverage area can be 600 cm, 600 cm, and 300 cm, respectively.
[0075] The shape of the coverage area can be specifically set by relevant technical personnel, and the embodiments of the present application do not specifically limit this.
[0076] In some embodiments, when the visual occlusion area includes the above-mentioned covering area, step 320 can be replaced by: when the first virtual object is located in the coverage area of smoke in the virtual environment, and the first virtual object triggers at least one sound event in the coverage area, playing the sound effect of at least one sound event after weakening processing, wherein the coverage area is used to visually block the virtual elements in the area, and the weakening processing is used to weaken the effect of the sound effect for identifying the location of the first virtual object.
[0077] In some embodiments, the visually blocked area may also be an area filled with fog in the virtual environment, an area with a sandstorm in the virtual environment, an area without light or with dim light in the virtual environment, or an area where it is raining in the virtual environment. The embodiments of the present application do not specifically limit this.
[0078] In summary, the technical solution provided by the embodiment of the present application is to weaken the sound effect of the sound event triggered by the virtual object in the visual occlusion area of the virtual environment when the virtual object is located in the visual occlusion area, so that the effect of the weakened sound effect played out in distinguishing the sound location is weakened. Considering that visual occlusion (such as the presence of an obstacle) may hinder the propagation of sound (the obstacle may cause the sound to reflect, refract, etc.), the visual occlusion is organically combined with the auditory sound effect weakening to simulate a more realistic sound effect in the case of visual occlusion. Not only does it enrich the diversity of the sound effects played, but it also gives the user an immersive feeling and improves the user's game experience. The sound effect is only weakened, not completely cancelled, and the position of the first virtual object can still be perceived based on the sound effect. In addition, the weakened sound effect played makes the position of the first virtual object more difficult to distinguish, while improving the richness of the sound effect, enriching the form of human-computer interaction and enhancing the fun of the game. In addition, in the embodiment of the present application, the visual occlusion area can not only visually block the virtual objects located in the visual occlusion area, but also auditorily blur the position of the virtual objects by weakening the sound effects, thereby enriching the function of the visual occlusion area.
[0079] Please refer to Figure 5, which shows a flow chart of a sound effect playback method provided by another embodiment of the present application. In this embodiment, the method is applied to the client described above as an example. The method may include at least one of the following steps (510-540).
[0080] Step 510: Display a virtual environment including a first virtual object.
[0081] The content of step 510 is the same as or similar to that of step 310 in the embodiment of FIG. 3 , and will not be repeated here.
[0082] Step 520 : When the first virtual object is located in a visual occlusion area in the virtual environment and the first virtual object triggers a sound event in the visual occlusion area, initial sound effect parameters of the sound event are obtained.
[0083] In some embodiments, after a first virtual object triggers a sound event within a visually obscured area, sound effect parameters corresponding to the initial sound effect of the sound event are obtained, i.e., the initial sound effect parameters of the sound event are obtained. In some embodiments, sound effect parameters are parameters required to play the sound of the sound event, and include at least one of volume, spatial parameters, audio values, and timbre. In some embodiments, the initial sound effects corresponding to different sound events can be the same or different. The initial sound effect of a sound event refers to the sound effect played corresponding to the sound event under normal circumstances, and can also be referred to as the basic sound effect of the sound event. In some embodiments, for the client corresponding to the second virtual object, the initial sound effect parameters of the sound event triggered by the first virtual object are determined based on the type of the sound event and the relative positional relationship between the sound event's location and the second virtual object (i.e., the relative positional relationship between the first virtual object and the second virtual object). In some embodiments, each sound event in at least one sound event has its own initial sound effect parameters corresponding to the second virtual object. In some embodiments, the initial sound effect parameters of each sound event can include multiple parameters.
[0084] In some embodiments, the initial sound effect parameters of the sound event can be determined by the client or by the background server, and the embodiments of the present application do not specifically limit this. For example, the initial sound effect parameters of the sound event are pre-stored on the terminal device or server. In some embodiments, if the initial sound effect parameters of the sound event are determined by the background server, after the background server determines the initial sound effect parameters of the sound event, the background server can send the initial sound effect parameters of the sound event to the client, and the client executes step 530.
[0085] Step 530 : Based on the initial sound effect parameters of the sound event, weakening processing is performed on the initial sound effect of the sound event to obtain the weakened sound effect parameters of the sound event.
[0086] In some embodiments, the initial sound effect of the sound event has spatial stereoscopic properties, that is, the user can identify the sound location of the sound event based on the initial sound effect of the sound event, that is, identify the location where the first virtual object triggers the sound event. The initial sound effect of the sound event has a good effect on identifying the sound location of the sound event.
[0087] In order to improve the degree of masking and masking effect of the visual occlusion area on the virtual object (such as the first virtual object) located therein, when the sound event triggered by the first virtual object is located in the visual occlusion area, the initial sound effect parameters of the sound event triggered by the first virtual object can be adjusted (i.e., weakened) to obtain the sound effect of the sound event after the weakening process, that is, the sound effect of the sound event after the weakening process is obtained. Among them, the effect of the initial sound effect of the sound event on distinguishing the sound location of the sound event (i.e., the effect of the sound effect of the sound event after the weakening process on distinguishing the sound location of the sound event) is higher than the effect of the sound effect of the sound event after the weakening process on distinguishing the sound location of the sound event, thereby weakening the effect and role of the final sound effect in locating the first virtual object, and increasing the difficulty for the user corresponding to the second virtual object to determine the first virtual object through the sound effect of at least one sound event.
[0088] In some embodiments, steps 520 and 530 may be performed by the client or by the background server described above. In some embodiments, steps 520 and 530 may be performed by the client and the server separately, for example, the server performs step 520 and the client performs step 530.
[0089] In some embodiments, for a first sound event in at least one sound event, an initial sound effect corresponding to the first sound event is weakened to obtain weakened sound effect parameters corresponding to the first sound event. Exemplarily, the first sound event is any one of the at least one sound event.
[0090] In some embodiments, performing attenuation processing on the initial sound effect corresponding to the sound event to obtain attenuated sound effect parameters corresponding to the sound event includes at least one of the following: performing attenuation processing on the volume value of the initial sound effect corresponding to the sound event to obtain the attenuated volume value corresponding to the sound event; performing attenuation processing on the spatial parameters of the initial sound effect corresponding to the sound event to obtain the attenuated spatial parameters corresponding to the sound event; performing attenuation processing on the audio value of the initial sound effect corresponding to the sound event to obtain the attenuated audio value corresponding to the sound event; performing attenuation processing on the timbre of the initial sound effect corresponding to the sound event to obtain the attenuated timbre corresponding to the sound event.
[0091] Step 540: Play the sound effect of the sound event according to the weakened sound effect parameters of the sound event.
[0092] In some embodiments, the attenuated sound effect parameter includes at least one of an attenuated volume value, an attenuated spatial parameter, an attenuated audio value, and an attenuated timbre.
[0093] In some embodiments, the sound effects of the sound event are played according to one or more of the attenuated volume value, the attenuated spatial parameters, the attenuated audio value, and the attenuated timbre of the sound event. In some embodiments, the sound effects of the sound event are played according to the attenuated volume value of the sound event. In some embodiments, the sound effects of the sound event are played according to the attenuated spatial parameters of the sound event. In some embodiments, the sound effects of the sound event are played according to the attenuated audio value of the sound event. In some embodiments, the sound effects of the sound event are played according to the attenuated timbre of the sound event.
[0094] In some embodiments, the sound events are directly configured on the timeline of the animation file of the first virtual object's movement. As shown in Figure 6, if the sound event is a position movement, each movement of the first virtual object will synchronously trigger a footstep event on timeline 61 that plays a corresponding sound effect, such as the footstep event corresponding to footstep 62 or the footstep event corresponding to footstep 63.
[0095] In summary, the technical solution provided in the embodiment of the present application weakens the effect and function of the final played sound effect in locating the first virtual object by performing a weakening process on the initial sound effect of the sound event.
[0096] In addition, through the weakening process, the difficulty for the user corresponding to the second virtual object to determine the first virtual object through the sound effect of the sound event is increased, thereby improving the masking effect of the visual occlusion area on the virtual object located therein.
[0097] In some embodiments, the sound effect parameter includes a volume value; step 530 may include: for a first sound event in the at least one sound event, determining a volume value of the first sound event after attenuation based on an initial volume value of the first sound event, wherein the volume value of the first sound event after attenuation is lower than the initial volume value of the first sound event. In some embodiments, the volume value of the sound event after attenuation is determined based on the initial volume value of the sound event, wherein the volume value of the sound event after attenuation is lower than the initial volume value of the sound event.
[0098] In some embodiments, if the sound position of the first sound event is located within the visual occlusion area, the volume value of the sound effect of the first sound event is weakened or reduced based on the initial volume value of the first sound event to obtain the weakened volume value of the first sound event.
[0099] In some embodiments, the volume value may also be referred to as a loudness value. In some embodiments, the unit of the volume value is decibel (dB). In some embodiments, the initial volume value of the first sound event is weakened according to the set volume difference. That is, the volume value of the first sound event after weakening is obtained by subtracting the volume difference from the initial volume value of the first sound event. In some embodiments, the volume difference may be 3dB, 4dB, and so on. Of course, the volume difference may also be other values, and the specific value of the volume difference may be set by relevant technical personnel according to actual conditions, and the embodiments of the present application do not specifically limit this.
[0100] In some embodiments, the sound event is obtained by reducing the initial volume value of the sound event according to a set volume reduction amplitude. For example, the set volume reduction amplitude is K. The volume value of the sound event after the reduction is obtained by subtracting the initial volume value of the sound event from the initial volume value of the sound event and multiplying it by the set volume reduction amplitude K. K is a non-negative number.
[0101] In some embodiments, the sound event is obtained by attenuating the initial volume of the sound event according to a set attenuation coefficient. For example, the set attenuation coefficient is W. The result obtained by multiplying the initial volume of the sound event by the set attenuation coefficient W is the volume value of the sound event after attenuation. W is a non-negative number.
[0102] In the above implementation, the sound effect of the sound event is weakened by lowering the volume value, thereby reducing the volume of the sound effect finally played, that is, reducing the clarity of the sound effect in the auditory sense. Since the volume reduction will cause the human ear to have a lower ability to distinguish sound, the effect of weakening the sound effect for identifying the location of the first virtual object is achieved.
[0103] In some embodiments, the sound effect parameters include spatial parameters; the above step 530 may include: for a first sound event in at least one sound event, based on the initial spatial parameters of the first sound event, determining the spatial parameters of the first sound event after weakening, wherein the effect of the weakened spatial parameters on distinguishing the direction and distance of the sound location is weaker than the effect of the initial spatial parameters on distinguishing the direction and distance of the sound location. In some embodiments, based on the initial spatial parameters of the sound event, determining the spatial parameters of the sound event after weakening, wherein the effect of the weakened spatial parameters on distinguishing the direction and distance of the sound location is weaker than the effect of the initial spatial parameters on distinguishing the direction and distance of the sound location.
[0104] In some embodiments, since the virtual environment is merely a simulation of the real world, the first sound event does not actually occur. In fact, the sound effect of the first sound event is played through the built-in audio playback device of the terminal device or through the external audio playback device of the terminal device, and the spatial parameters can be used to simulate the direction and distance of the sound position relative to the second virtual object in the virtual environment. In some embodiments, the spatial parameters of the initial sound effect of the first sound event have a good effect on distinguishing the direction and distance of the first sound position relative to the second virtual object. Therefore, during the weakening process, the spatial parameters can be adjusted to weaken the sound effect's effect on distinguishing the direction and distance of the first sound position relative to the second virtual object, thereby blurring the user's perception and judgment of the location of the first virtual object based on the sound effect played corresponding to the first sound event.
[0105] In some embodiments, spatial parameters refer to parameters that can affect the positioning, propagation and perception of sound in virtual space. In some embodiments, spatial parameters include at least one of the following: direction (sound can be positioned in different directions, including above, below and all around, simulating how players hear sounds from all directions. This helps players judge the source of the sound and the position of the enemy in the game), distance (the performance of the sound allows players to perceive the distance of the sound and increase the layering of the sound effect. In the game, this is usually achieved by adjusting parameters such as the volume, pitch and delay of the sound to simulate the natural phenomenon of sound attenuation with distance), dynamic movement (sound can change dynamically to create the feeling of sound movement. This helps simulate the sound effects when objects move or characters interact in the game, enhancing the realism of the game), spatial reverberation (simulating the sound indoors or outdoors Reflection and attenuation effects when propagating in space. This can be achieved by adding reverberation effects or adjusting reverberation parameters to create a more realistic gaming environment), three-dimensional sound settings (many games support three-dimensional sound effects, which allow sound to be positioned and propagated in three-dimensional space. Relevant spatial parameters may include the coordinates of the sound in three-dimensional space, the diffusion angle, the sound attenuation speed, etc. These parameters can accurately control the position and propagation of the sound in the game world), Doppler effect (when there is relative motion between the sound source and the listener, the sound frequency perceived by the listener will change. This is the Doppler effect. In the game, this effect can be simulated to enhance the realism of the sound, especially for the sounds emitted by moving objects such as vehicles and aircraft). There are also some parameters related to sound playback and management, such as the format, quality, and loading method of sound files. Although these are not directly related to spatial parameters, they will also affect the sound experience in the game.
[0106] In some embodiments, based on the initial spatial parameters of the first sound event, the spatial parameters of the first sound event after weakening are determined. Exemplarily, attenuation processing is performed on at least one of the direction, distance, spatial reverberation, three-dimensional sound effect setting, and Doppler effect in the initial spatial parameters of the first sound event to obtain the spatial parameters of the first sound event after weakening. Exemplarily, at least one of the direction, distance, spatial reverberation, three-dimensional sound effect setting, and Doppler effect in the initial spatial parameters of the first sound event is deleted to obtain the spatial parameters of the first sound event after weakening. Exemplarily, at least one of the direction, distance, spatial reverberation, three-dimensional sound effect setting, and Doppler effect in the initial spatial parameters of the first sound event is reduced to obtain the spatial parameters of the first sound event after weakening.
[0107] In some embodiments, the spatial parameters include the time difference and volume difference between the sound effects of at least two channels; based on the initial spatial parameters of the first sound event, determining the spatial parameters after the first sound event is weakened includes: based on the initial time difference or volume difference between the sound effects of at least two channels of the first sound event, determining the time difference or volume difference after the first sound event is weakened.
[0108] In some embodiments, the time difference or volume difference after the sound emission event is weakened is determined based on the initial time difference or volume difference between the sound effects of the at least two channels of the sound emission event.
[0109] In some embodiments, the sound effect of the first sound event includes multiple channels of audio tracks, and each audio track can be played by a corresponding channel. For example, the first sound event may correspond to a left channel audio track and a right channel audio track. In some embodiments, the time difference and volume difference between the multiple channels included in the spatial parameters can be used to simulate the effect of the sound emitted by the first sound event at the corresponding position and propagating to the two ears of the second virtual object. Therefore, by adjusting the initial time difference or volume difference between the sound effects of each of the multiple channels, the sound effect for distinguishing the location of the first virtual object can be weakened, thereby achieving the weakening of the sound effect of the sound event.
[0110] In some embodiments, the initial spatial parameters of the first sound event are adjusted to obtain the spatial parameters of the first sound event after attenuation. In some embodiments, each sub-parameter included in the spatial parameters of the first sound event (such as the time difference and volume difference described above) can be adjusted separately to obtain the spatial parameters of the first sound event after attenuation. In some embodiments, the spatial parameter is a packaged parameter used to influence the effect of audio on the location of the sound source. By simply adjusting a parameter value corresponding to the spatial parameter, the adjusted values of each sub-parameter can be automatically determined, such as determining the time difference or volume difference after attenuation of the first sound event. In some embodiments, the parameter value corresponding to the initial spatial parameter is a first parameter value, and the parameter value of the spatial parameter after attenuation is a second parameter value. Exemplarily, the first parameter value is greater than the second parameter value. Exemplarily, the second parameter value is set by the developer or user. Exemplarily, the user can drag a slider to adjust the specific numerical value of the second parameter value. For example, the initial spatial parameter of the first sound event can be represented as a 3D spatialization (three-dimensional parameter) set to 100%, and the spatial parameter after attenuation of the first sound event (i.e., the adjusted 3D spatialization) can be set to 50%.
[0111] In some embodiments, the time difference or volume difference after a sound event is attenuated is determined based on the initial time difference or volume difference between the sound effects of at least two channels of the sound event. Exemplarily, for a first channel and a second channel among the at least two channels, the initial time difference between the sound effects of the first channel and the second channel is obtained, where the first channel and the second channel are any two different channels among the at least two channels. Exemplarily, the initial time difference between the sound effects of the first channel and the second channel is reduced to obtain the time difference after attenuation. Exemplarily, the reduction in the time difference is a preset value or ratio. Exemplarily, for a first channel and a second channel among the at least two channels, the initial volume difference between the sound effects of the first channel and the second channel is obtained, where the first channel and the second channel are any two different channels among the at least two channels. Exemplarily, the initial volume difference between the sound effects of the first channel and the second channel is reduced to obtain the volume difference after attenuation. Exemplarily, the reduction in the volume difference is a preset value or ratio. Exemplarily, the time difference or volume difference after the sound event is attenuated is used as the spatial parameter of the sound event after attenuation.
[0112] In the above implementation, by adjusting the spatial parameters, the expressiveness of the sound effect of the sound event on the sound position is blurred to a certain extent, thereby weakening the sound effect for identifying the position of the first virtual object.
[0113] Furthermore, by attenuating the initial time difference or volume difference between the sound effects of at least two channels of a sound event, the time difference or volume difference after attenuation is determined as the spatial parameter of the sound event after attenuation. This demonstrates the diversity and flexibility of spatial parameter attenuation methods, facilitates spatial parameter attenuation processing, and ensures efficient attenuation.
[0114] In some embodiments, step 530 may include: for a first sound event in at least one sound event, determining whether the first sound event is a sound effect playback event or a sound effect hiding event based on frequency limit information corresponding to the visual occlusion area, wherein the frequency limit information is used to limit the frequency of the sound effect played during the sound event. A sound effect playback event refers to a sound event that plays a corresponding sound effect, and a sound effect hiding event refers to a sound event that hides a corresponding sound effect. In some embodiments, step 540 may include: if the first sound event is a sound effect playback event, playing the sound effect of the first sound event; if the first sound event is a sound effect hiding event, hiding the sound effect of the first sound event.
[0115] In some embodiments, based on the frequency limitation information corresponding to the visual occlusion area, it is determined whether the sound event belongs to a sound effect playing event or a sound effect hiding event. The frequency limitation information is used to limit the frequency of the sound effect played in the sound event. The sound effect playing event refers to a sound event that plays the corresponding sound effect, and the sound effect hiding event refers to a sound event that hides the corresponding sound effect. In the case that the sound event belongs to a sound effect playing event, the sound effect of the sound event is played; wherein, in the case that the sound event belongs to a sound effect hiding event, the sound effect of the sound event is not played.
[0116] In some embodiments, the visually occluded area limits the frequency of sound effects played for sound events. That is, not every sound event will play the corresponding sound effect; for some sound events, the client corresponding to the second virtual object will not play any corresponding sound effects. Sound events that require the corresponding sound effects to be played according to the frequency limit information are considered sound effect playback events; sound events that require the sound effects to be hidden according to the frequency limit information (i.e., events that are sent without playing any sound effects) are considered sound effect hiding events.
[0117] In some embodiments, based on the frequency limitation information corresponding to the visual occlusion area, the step of determining whether the first sound event belongs to a sound effect playback event or a sound effect hiding event can be performed by the client or by the server, and the embodiments of the present application do not impose specific restrictions on this.
[0118] In some embodiments, the frequency limit information includes at least one of the following:
[0119] 1. Within a first duration, the number of sound effect playback events is less than or equal to a first threshold.
[0120] In some embodiments, the frequency of playing sound effects of sound events is limited by limiting the number of sound events that can be determined as sound effect playing events within the first duration. In some embodiments, when the number of sound events triggered within the first duration is less than or equal to the first threshold, all sound events triggered within the first duration are sound effect playing events, and the corresponding sound effects need to be played; when the number of sound events triggered within the first duration is greater than the first threshold, in accordance with the triggering time sequence, the first threshold number of sound events triggered first within the first duration are sound effect playing events, and all sound events within the first duration that exceed the first threshold are sound effect hiding events. For example, the frequency limit information includes: when the first virtual object is located in the visual occlusion area, only the footsteps (i.e., sound effects) of the first virtual object's two position movements (i.e., triggering sound events) are allowed to be played within 5 seconds. Then, within these 5 seconds, the first and second position movements of the first virtual object are sound effect playback events, and the footsteps corresponding to the first and second position movements of the first virtual object need to be played; within these 5 seconds, the footsteps of the third and subsequent position movements will not be played, that is, the user corresponding to the second virtual object will not hear the footsteps of the third and subsequent position movements.
[0121] 2. Among every n consecutive sound events, there are m sound events that belong to sound effect playback events, where n and m are integers greater than 1, and m is less than n.
[0122] In some embodiments, for a sound event triggered by the first virtual object, it is determined according to a rule whether the sound event is a sound effect playing event.
[0123] In some embodiments, the first m sound events in every n consecutive sound events are determined to be sound effect play events, and the sound events after the mth sound event in the n consecutive sound events are determined to be sound effect hide events. For example, if n is 2 and m is 1, then at least one sound event, in the order of triggering time, is: sound effect play event, sound effect hide event; sound effect play event, sound effect hide event; sound effect play event, sound effect hide event...
[0124] In some embodiments, the last m sound events in every n consecutive sound events are determined to be sound effect play events, and the sound events preceding the m sound events in the n consecutive sound events are determined to be sound effect hide events. For example, if n is 5 and m is 3, then at least one sound event, in the order of triggering time, is: sound effect play event, sound effect play event, sound effect hide event, sound effect hide event, sound effect hide event; sound effect play event, sound effect play event, sound effect hide event, sound effect hide event, sound effect hide event...
[0125] 3. The sound effect playing event or the sound effect hiding event is determined randomly.
[0126] In some embodiments, for each sound event, a stochastic model can be used to determine whether the sound event is a sound effect play event or a sound effect hide event. For example, for sound event A, if the stochastic model output is "1," then sound event A is a sound effect play event; if the stochastic model output is "0," then sound event A is a sound effect hide event.
[0127] In the above implementation, by limiting the playback frequency of sound effects, the number of sound events that play corresponding sound effects is less than the number of sound events actually triggered by virtual objects, thereby reducing the exposure of the first virtual object to the sound events it triggers. Other virtual objects (such as the second virtual object) can only judge the position or movement path of the first virtual object through a smaller number of sound effects, thereby enhancing the masking effect of the visual occlusion area on the first virtual object.
[0128] In some embodiments, as shown in FIG7 , taking the visually blocked area as the area covered by the smoke generated by the smoke bomb as an example, the method may further include the following steps:
[0129] Step 710: When the first virtual object enters the coverage area, if the first virtual object triggers a position movement event, determine whether the smoke bomb duration event has arrived. If so, execute step 720; if not, execute step 730;
[0130] Step 720: Play the initial sound effect of the position movement event;
[0131] Step 730 : Based on the initial sound effect of the position movement event, the volume value and spatial parameters are weakened, and the playing frequency of the sound effect of the sound event is limited.
[0132] In some embodiments, the visual occlusion area includes at least two sub-areas with different degrees of visual occlusion, and the degrees of visual occlusion at different locations in the same sub-area are the same; playing the sound effect after the sound event has been weakened (i.e., step 320) may include: when the sound location of the sound event is located in the first sub-area of the at least two sub-areas, playing the sound effect after the sound event has been weakened based on the degree of visual occlusion of the first sub-area; wherein the weakening effect of the sound effect after the sound event has been weakened for distinguishing the location of the first virtual object is positively correlated with the degree of visual occlusion. In some embodiments, when the sound location of the sound event is located in the first sub-area of the at least two sub-areas, the weakening effect of the sound effect after the sound event has been weakened is determined based on the degree of visual occlusion of the first sub-area; wherein the weakening effect of the sound effect after the sound event has been weakened for distinguishing the location of the first virtual object is positively correlated with the degree of visual occlusion.
[0133] In some embodiments, the visual occlusion region includes at least two sub-regions. Within a sub-region, the degree of visual occlusion is uniform, but different sub-regions may have different degrees of visual occlusion. In some embodiments, the degree of visual occlusion indicates the occlusion effect on elements within the visual occlusion region. In some embodiments, sub-regions with higher degrees of visual occlusion have a greater attenuation effect on the sound effects of sound events, while sub-regions with lower degrees of visual occlusion have a lesser attenuation effect on the sound effects of sound events. In other words, sub-regions with higher degrees of visual occlusion have a greater visual occlusion effect and a greater attenuation effect on the virtual elements located therein, while sub-regions with lower degrees of visual occlusion have a lesser attenuation effect on the virtual elements located therein. This ensures that the visual occlusion effect and the sound effect attenuation effect on the sound events are uniform across all sub-regions within the visual occlusion region, resulting in a coordinated and unified visual and auditory masking effect of the visual occlusion region on the first virtual object, while also ensuring a good user experience.
[0134] In some embodiments, as shown in FIG8 , visual occlusion area 80 includes three subareas: subarea 81, subarea 82, and subarea 83. Subarea 81 and subarea 83 have the same degree of visual occlusion, while subarea 82 has a higher degree of visual occlusion than both subarea 81 and 83. Therefore, subarea 81 and subarea 83 have the same effect on attenuating the sound effects of sound events within them, while subarea 82 has a higher effect on attenuating the sound effects of sound events within them than subarea 81 and 83. For example, when observing visual occlusion area 80 from the perspective of a second virtual object, if a first virtual object is located in subarea 81 or subarea 83, the first virtual object's figure can still be vaguely seen. However, if the first virtual object is located in subarea 82, the first virtual object is completely invisible. In other words, the subarea completely obscures the first virtual object within it. Furthermore, the volume of footsteps generated by the first virtual object moving within subarea 82 is lower than the volume of footsteps generated by the first virtual object moving within subarea 81 or subarea 83.
[0135] In some embodiments, for a second sound event in at least one sound event, if the sound location of the second sound event is located in a first sub-area of at least two sub-areas, a weakened sound effect of the second sound event is played based on the degree of visual occlusion of the first sub-area; wherein the weakening effect of the weakened sound effect of the second sound event on distinguishing the location of the first virtual object is positively correlated with the degree of visual occlusion. In some embodiments, the second sound event is any one sound event in the at least one sound event.
[0136] In some embodiments, the sound location of the second occurrence event is obtained. Exemplarily, the area where the sound location of the second sound event is located is determined. Exemplarily, the area where the sound location of the second sound event is located is the first sub-area of at least two sub-areas. Exemplarily, based on the correspondence between the visual occlusion degree and the weakening effect of a preset area, the weakening effect corresponding to the visual occlusion degree of the first sub-area is determined. Exemplarily, based on the weakening effect corresponding to the visual occlusion degree of the first sub-area, the weakening processing of the initial sound effect of the second sound event is performed to obtain the sound effect of the second sound event after the weakening processing. Exemplarily, the weakening processing here includes at least one of the weakening processing of the volume value, the weakening processing of the spatial parameters, the frequency limitation of the sound effect of the sound event, etc. mentioned in the above embodiments. For the specific weakening processing method, please refer to the explanation of the other embodiments mentioned above, which will not be repeated here.
[0137] In some embodiments, the degree of visual occlusion is used to indicate the degree of occlusion effect on the virtual elements in the area. Exemplarily, the degree of visual occlusion is used to indicate the degree of occlusion effect on the clarity, brightness, etc. of the virtual elements in the area. Exemplarily, different degrees of visual occlusion correspond to different occlusion levels. Exemplarily, when the occlusion level corresponding to the degree of visual occlusion is greater, the occlusion effect on the clarity or brightness of the virtual elements in the area is higher, that is, the clarity or brightness of the virtual elements in the area displayed by the user interface is lower. In some embodiments, there are at least two sub-areas in the same visual occlusion area, and each sub-area corresponds to a different degree of visual occlusion, that is, a different occlusion level.
[0138] In some embodiments, when the visual obstruction area is the coverage area of the smoke generated by the smoke bomb, the degree of visual obstruction is determined based on the smoke concentration in each sub-area. In some embodiments, the higher the smoke concentration in the sub-area, the higher the obstruction level corresponding to the visual obstruction degree. In some embodiments, the lower the smoke concentration in the sub-area, the lower the obstruction level corresponding to the visual obstruction degree. In some embodiments, the higher the smoke concentration, the higher the visual obstruction degree of the corresponding sub-area; the lower the smoke concentration, the lower the visual obstruction degree of the corresponding sub-area. In some embodiments, the concentration of smoke changes over time. For the same sub-area, after the smoke bomb is detonated, the concentration of smoke decreases over time until the smoke completely disappears. Therefore, the degree of visual obstruction of the sub-area will also change over time.
[0139] In the above implementation, by dividing the sub-areas according to the degree of visual occlusion, the sub-areas with different degrees of visual occlusion have different visual and auditory masking effects on the first virtual object, thereby enriching the changes and effects of the visual occlusion area; in addition, the visual and auditory masking effects of the visual occlusion area on the first virtual object are coordinated and unified, thereby improving the user experience.
[0140] In this embodiment, the visually blocked area includes a smoke-covered area, which is the area where the smoke generated by the virtual smoke device obscures the vision of the virtual object. Combining the visual and auditory shielding effects of smoke provides users with a more realistic game experience, enriching human-computer interaction while improving interaction efficiency.
[0141] In some embodiments, after step 320 in the embodiment of FIG. 3 above, when the first virtual object moves out of the visual occlusion area or the visual occlusion area is cancelled, if the first virtual object triggers a sound event, the initial sound effect of the sound event is played.
[0142] In the above implementation, the first virtual object can be moved from the visual occlusion area to the non-visual occlusion area; or, the visual occlusion area may be cancelled and changed to the non-visual occlusion area. After the position of the first virtual object no longer belongs to the visual occlusion area, the sound event triggered by the first virtual object will resume playing the corresponding initial sound effect. Through the change of the sound effect, other virtual objects near the first virtual object can also more clearly judge the position of the first virtual object, thereby enhancing the richness of the game content and further enhancing the interest of users.
[0143] In some embodiments, playing the attenuated sound effect of at least one sound event (i.e., step 320) may include: playing the attenuated sound effect of the sound event based on the type of the sound event; wherein different attenuation methods are used for different types of sound events. In some embodiments, the attenuated sound effect of the sound event is determined based on the type of the sound event; wherein different attenuation methods are used for different types of sound events.
[0144] In some embodiments, the correspondence between the type of sound event and the weakening treatment method is set in advance. Exemplarily, the correspondence between the type of sound event and the weakening treatment method is stored on the server or terminal device in the form of a table, static link or dynamic link.
[0145] In some embodiments, for a third sound event among at least one sound event, the event type of the third sound event is obtained. Exemplarily, if a correspondence between the sound event type and a weakening processing method is stored locally on the terminal device, the weakening processing method corresponding to the event type of the third sound event is found. Exemplarily, using the weakening processing method corresponding to the event type of the third sound event, initial sound effect parameters of the third sound event are weakened to obtain weakened sound effect parameters. Exemplarily, the sound effects of the third sound event are played according to the weakened sound effect parameters of the third sound event. Exemplarily, the third sound event is any sound event among the at least one sound event. Exemplarily, if a correspondence between the sound event type and the weakening processing method is not stored locally on the terminal device, the weakening processing method corresponding to the event type of the third sound event or the correspondence between the sound event type and the weakening processing method is obtained from the server.
[0146] In some embodiments, different sound event types can have different attenuation methods and processes, further enriching the game content. Combining the sound event type with the attenuation method demonstrates the correlation between the sound effect attenuation process and the sound event type, further enhancing the flexibility and diversity of sound effect attenuation, thereby providing users with a better auditory experience and enriching human-computer interaction.
[0147] In some embodiments, when at least one sound event is a position movement type sound event, the sound effect of at least one sound event after a first weakening process is played, and the position movement type sound event is used to move the position of the first virtual object; when at least one sound event is an attack type sound event, the sound effect of at least one sound event after a second weakening process is played, and the attack type sound event is used to attack the second virtual object in the virtual environment; wherein, the degree of weakening of the sound effect by the first weakening process is greater than the degree of weakening of the sound effect by the second weakening process.
[0148] In some embodiments, in the case where the sound event is a position movement type sound event, the sound effect of the sound event after the weakening processing is the sound effect of the sound event after the first weakening processing, and the position movement type sound event is used to move the position of the first virtual object; in the case where the sound event is an attack type sound event, the sound effect of the sound event after the weakening processing is the sound effect of the sound event after the second weakening processing, and the attack type sound event is used to attack the second virtual object in the virtual environment; wherein, the degree of weakening of the sound effect by the first weakening processing is greater than the degree of weakening of the sound effect by the second weakening processing.
[0149] In some embodiments, for the third sound event in at least one sound event, when the third sound event is a position movement type sound event, the sound effect of the third sound event after the first weakening processing is played, and the position movement type sound event is used to move the position of the first virtual object; when the third sound event is an attack type sound event, the sound effect of the third sound event after the second weakening processing is played, and the attack type sound event is used to attack the second virtual object in the virtual environment; wherein, the degree of weakening of the sound effect by the first weakening processing is greater than the degree of weakening of the sound effect by the second weakening processing.
[0150] In some embodiments, the first weakening process is a weakening process corresponding to a position movement type sound event. In some embodiments, the second weakening process is a weakening process corresponding to an attack type sound event. In some embodiments, the first weakening process and the second weakening process are two different weakening processes preset in advance. In some embodiments, the degree of weakening of the sound effect by the first weakening process is greater than the degree of weakening of the sound effect by the second weakening process. In some embodiments, the degree of weakening of the volume value of the sound effect by the first weakening process is greater than the degree of weakening of the volume value of the sound effect by the second weakening process. In some embodiments, the degree of weakening of the spatial parameters of the sound effect by the first weakening process is greater than the degree of weakening of the spatial parameters of the sound effect by the second weakening process. In some embodiments, the frequency limit of the sound effect by the first weakening process is greater than the frequency limit of the sound effect by the second weakening process.
[0151] In the above implementation, different weakening methods are adopted for the sound effects corresponding to position movement type sound events and attack type sound events, so that the visual occlusion area can have a better masking effect on the sound effects of position movement type sound events, and the visual occlusion area has a relatively poor masking effect on the sound effects of position movement type sound events, thereby improving the visual occlusion area's effect on position movement and limiting the attack effect of the visual occlusion area, thereby reducing users' abuse of the visual occlusion area and improving the balance of the battle process or competition process between virtual objects.
[0152] Please refer to Figure 9, which shows a flow chart of a method for displaying a voiceprint identification provided by an embodiment of the present application. In this embodiment, the method is applied to the client described above as an example. The method may include at least one of the following steps (910-920).
[0153] Step 910: Display a virtual environment including a first virtual object.
[0154] In some embodiments, the virtual object controlled by the user account logged into the client described above may be a second virtual object in a virtual environment. The second virtual object and the first virtual object are different virtual objects participating in the same game and located in the same virtual environment. The terminal device described above is used to display the virtual environment observed from the perspective of controlling the second virtual object (including other virtual objects in the virtual environment, such as the first virtual object), and to play sound effects in the virtual environment that simulate what the second virtual object hears, that is, the user can hear the sound effects in the virtual environment by controlling the second virtual object. In some embodiments, the terminal device described above can also be used to display a voiceprint identifier of the sound effects heard from the perspective of the second virtual object.
[0155] Part of the explanation of step 910 can refer to the content of step 310 in the embodiment of Figure 3 above, and will not be repeated here.
[0156] Step 920: Based on the degree of visual occlusion of the area where the first virtual object is located, the voiceprint identifier corresponding to the sound event triggered by the first virtual object is displayed. The degree of visual occlusion is used to indicate the degree of occlusion effect on the virtual elements in the area. The voiceprint identifier is used to indicate the orientation of the first virtual object. The display interval duration between two adjacent voiceprint identifiers is positively correlated with the degree of visual occlusion of the area where the first virtual object is located.
[0157] In some embodiments, a sound event refers to an event that emits a sound and has a corresponding playable sound effect. In some embodiments, when a first virtual object triggers a sound event, a voiceprint identifier of the sound event can be simultaneously displayed to visually display relevant information about the sound event, such as the location of the sound event and sound effect characteristics. In some embodiments, the location information can include the direction of the sound location (i.e., the direction of the first virtual object triggering the corresponding sound event), and the sound effect characteristics information can include the volume or volume change information of the sound effect of the sound event.
[0158] In some embodiments, considering that the first virtual object may trigger multiple sound events in a short period of time, such as multiple consecutive position movement events, embodiments of the present application may only display the voiceprint identifiers corresponding to some of the position movement events. For example, the voiceprint identifier may be displayed once per display interval. That is, within the display interval after displaying the voiceprint identifier once, even if the first virtual object triggers a sound event, the voiceprint identifier will not be displayed again, thereby limiting the display frequency of the voiceprint identifier and preventing it from being displayed too frequently.
[0159] In some embodiments, the display interval duration is positively correlated with the degree of visual occlusion in the area where the first virtual object is located. That is, the higher the degree of visual occlusion in the area where the first virtual object is located, the longer the display interval duration; and the lower the degree of visual occlusion in the area where the first virtual object is located, the shorter the display interval duration. For example, the display interval duration is used to indicate the time interval between two adjacent voiceprint identifiers displayed.
[0160] In some embodiments, areas of smoke or fog, rainy areas, or areas without or lacking light in the virtual environment may limit or hinder the user's visual observation of the virtual environment. This degree of limitation or hindrance is referred to as visual occlusion. In some embodiments, the degree of visual occlusion may vary between different areas of the virtual environment. In some embodiments, the degree of visual occlusion may also vary between the same area in the virtual environment at different time periods.
[0161] In some embodiments, the degree of visual obstruction in different areas or at different times within an area can be preconfigured, such as by using a parameter value ranging from 0 to 100% to represent the degree of visual obstruction. For example, for a completely dark environment, the degree of visual obstruction can be 100%; for an area covered by fog, the degree of visual obstruction can be 60%; and for an area that does not obstruct vision (i.e., a non-visually obstructed area), the degree of visual obstruction can be 0.
[0162] In some embodiments, the degree of visual obstruction for the area covered by the smoke generated by a smoke grenade can vary depending on the time since the smoke grenade was detonated. For example, during a first time period after detonation, the degree of visual obstruction for the area covered by the smoke may be 100%; during a second time period after detonation, the degree of visual obstruction for the area covered by the smoke may be 50%; and after the second time period, the degree of visual obstruction for the area covered by the smoke may be 0. The first and second time periods are adjacent but non-overlapping time periods, with the first time period preceding the second time period. Therefore, the display interval duration corresponding to the first time period is greater than the display interval duration corresponding to the second time period; and the display interval duration corresponding to the second time period is greater than the display interval duration corresponding to the time period after the second time period. For example, the display interval duration corresponding to the first time period may be 3 seconds, the display interval duration corresponding to the second time period may be 2 seconds, and the display interval duration after the second time period may be 1 second.
[0163] In some embodiments, the above step 920 may further include the following steps:
[0164] 1. When the first virtual object is located in a visual occlusion area of the virtual environment, displaying the voiceprint identifier at a first interval duration, where the visual occlusion area is used to visually block the virtual elements within the area;
[0165] 2. When the first virtual object is located in a non-visually blocked area of the virtual environment, displaying the voiceprint identifier at a second interval duration, where the non-visually blocked area is an area other than the visually blocked area;
[0166] The visual occlusion degree of the visually occluded area is higher than that of the non-visually occluded area, and the first interval duration is greater than the second interval duration.
[0167] In some embodiments, any area in the virtual environment with a visual occlusion degree greater than 0 can be referred to as a visually occluded area; and any area with a visual occlusion degree of 0 can be referred to as a non-visually occluded area. Obviously, the allowed display frequency of the voiceprint identifier in the non-visually occluded area should be higher than the allowed display frequency of the voiceprint identifier in the visually occluded area. Therefore, the first interval duration should be greater than the second interval duration.
[0168] The technical solution provided by the embodiments of this application demonstrates the flexibility and diversity of voiceprint identification display methods by using different display time intervals to display the voiceprint identification within and outside the visually blocked area. In addition, by increasing the time interval for displaying the voiceprint identification within the visually blocked area, visual blocking and voiceprint display are combined, enriching the human-computer interaction form and the voiceprint identification display method.
[0169] In some embodiments, the visual occlusion area includes at least two sub-areas with different degrees of visual occlusion, and the degrees of visual occlusion at different positions in the same sub-area are the same; when the first virtual object is located in the visual occlusion area of the virtual environment, displaying the voiceprint identifier according to the first interval duration includes the following steps:
[0170] 1. When the first virtual object is located in the visual occlusion area, obtain the position of the first virtual object triggering the sound event;
[0171] 2. Determine, based on the position where the first virtual object triggers the sound event, the sub-region where the first virtual object triggers the sound event;
[0172] 3. Determine the display interval duration corresponding to the sub-region where the first virtual object triggers the sound event as the first interval duration, and display the voiceprint identifier according to the first interval duration.
[0173] In some embodiments, the degree of visual occlusion may be different at different locations or in different sub-areas within the visual occlusion area. If the first virtual object is within the visual occlusion area, the location of the first virtual object triggering the sound event is first obtained, such as the coordinates of the first virtual object when the sound event was triggered. The sub-area where the first virtual object was located when the sound event was triggered can be determined based on the coordinates. The display interval duration corresponding to the degree of visual occlusion in the sub-area is determined as the first interval duration, so that the voiceprint identifier of the sound event triggered in the sub-area can be displayed according to the first interval duration.
[0174] In some embodiments, the visual obstruction area is the area covered by the smoke generated by the smoke bomb. In some embodiments, the bottom surface of the covered area is the bottom surface centered on the landing point of the smoke bomb. In some embodiments, the degree of visual obstruction is the same at all vertical positions within the covered area. Therefore, sub-areas can be divided and determined based on the bottom surface of any cross-section (e.g., the bottom surface) of the covered area. The visual obstruction area 80 shown in Figure 8 is actually the bottom surface of the visual obstruction area 80. In some embodiments, since smoke diffuses outward from the smoke bomb, the closer the area is to the landing point of the smoke bomb, the thicker the smoke and the higher the degree of visual obstruction; the farther the area is from the landing point of the smoke bomb, the less smoke and the lower the degree of visual obstruction. Therefore, the sub-areas can be divided according to the distance from the landing point of the smoke bomb. The distance from the landing point of the smoke bomb can be divided into multiple continuous distance ranges, each distance range corresponding to a sub-area. As shown in Figure 10, coverage area 100 can be cylindrical, and its bottom surface can be circular. Based on the distance from the smoke bomb landing location 101, it can be divided into three distance ranges, resulting in three sub-areas. From closest to farthest distance from landing location 101, they are sub-area 102, sub-area 103, and sub-area 104. Obviously, the visual obstruction level of sub-area 102 is greater than that of sub-area 103, and the visual obstruction level of sub-area 103 is greater than that of sub-area 104.
[0175] In this embodiment, the duration of the voiceprint identifier display interval can also be different in the visually blocked area, thereby enriching the differentiation of different areas of the visually blocked area and enriching the functionality of the visually blocked area. At the same time, combining the display of the voiceprint identifier with different sub-areas of the visually blocked area makes the voiceprint identifier more diverse in its display to the user.
[0176] To sum up, the technical solution provided by the embodiments of the present application limits the display interval of the voiceprint logo according to the degree of visual occlusion, so that the higher the degree of visual occlusion in the area, the lower the display frequency of the voiceprint logo, and the lower the degree of visual occlusion in the area, the higher the display frequency of the voiceprint logo. This makes the display of the voiceprint logo coordinated and unified with the visual occlusion effect of different areas, which not only enriches the display form of the voiceprint logo, but also improves the user experience.
[0177] In some embodiments, the above step 920 can be replaced by the following steps:
[0178] 1. Determine the distance between the first virtual object and the second virtual object in the virtual environment;
[0179] 2. Determine the amplitude of the voiceprint identifier based on the degree of visual occlusion and the distance of the area where the first virtual object is located;
[0180] 3. Determine the voiceprint identifier corresponding to the sound event triggered by the first virtual object according to the amplitude; wherein, when the degree of visual occlusion is the same, the amplitude is negatively correlated with the distance; when the distance is the same, the amplitude is negatively correlated with the degree of visual occlusion.
[0181] In some embodiments, the voiceprint identifier can be a waveform. The amplitude of the waveform can be used to represent the loudness or volume of the sound effect corresponding to the sound event. The larger the amplitude, the higher the loudness or volume; the smaller the amplitude, the lower the loudness or volume. The loudness and volume are related to the distance between the first virtual object and the second virtual object, as well as the degree of visual occlusion of the area where the first virtual object is located. Therefore, it is necessary to combine these two factors to determine the amplitude of the voiceprint identifier.
[0182] In some embodiments, there is a one-to-one correspondence (or functional relationship) between the degree of visual obstruction, the distance, and the amplitude of the voiceprint identifier. For example, after determining or obtaining the degree of visual obstruction and the distance of the region, the amplitude corresponding to the degree of visual obstruction and the distance of the region is found from the correspondence. For example, after determining or obtaining the degree of visual obstruction and the distance of the region, the amplitude corresponding to the degree of visual obstruction and the distance of the region is calculated using the functional relationship.
[0183] In some embodiments, amplitude is negatively correlated with distance, and negatively correlated with visual obstruction. A functional relationship exists between amplitude, distance, and visual obstruction. For example, amplitude = a * distance + b * visual obstruction, where a and b are negative numbers.
[0184] In some embodiments, as shown in sub-figures (a) and (b) of Figure 1, since the area 12 where the virtual object 11 is located in sub-figure (a) is a non-visually occluded area, and the area where the virtual object 11 is located in sub-figure (b) is a smoke-covered area 13, that is, a visually occluded area, it is obvious that the degree of visual occlusion in area 12 is less than that in the covered area 13. Therefore, when the distance between the virtual object 11 and the second virtual object 16 is the same, the amplitude of the voiceprint identifier 17 of the sound event triggered by the virtual object 11 in area 12 is greater than the amplitude of the voiceprint identifier 18 of the sound event triggered by the virtual object 11 in the covered area 13.
[0185] In some embodiments, after determining the voiceprint identifier corresponding to the sound event triggered by the first virtual object, the voiceprint identifier corresponding to the sound event triggered by the first virtual object is displayed.
[0186] In the above implementation, the amplitude of the voiceprint identifier is negatively correlated with both distance and the degree of visual occlusion. When a virtual object moves from outside the visual occlusion area to within the visual occlusion area, the interval between the display of the voiceprint identifier corresponding to the sound event triggered by it decreases, thereby increasing the diversity and richness of the voiceprint identifier display methods. This also enhances the richness and fun of game content, helping to attract users.
[0187] In some embodiments, a compass is displayed in the upper layer of the display screen of the virtual environment. The compass is used to indicate the orientation of a second virtual object in the virtual environment. The voiceprint identifier corresponds to the position on the compass and is used to indicate the direction of the trigger position of the sound event corresponding to the voiceprint identifier relative to the second virtual object.
[0188] In some embodiments, as shown in FIG1 , the client can also display an orientation compass 19 while displaying the virtual environment. In some embodiments, the orientation in the middle of the displayed orientation compass portion remains the orientation of the front face of the second virtual object. In some embodiments, each voiceprint identifier can correspond to a direction in the orientation compass. For example, the direction corresponding to the scale at which the voiceprint identifier is perpendicular to the point on the orientation compass is the direction indicated by the voiceprint identifier. In some embodiments, the voiceprint identifier can be displayed on the orientation compass. Through this embodiment, the voiceprint identifier can also be used to indicate the direction in which the sound event corresponds to the second virtual object, that is, to indicate the direction in which the first virtual object corresponds to the second virtual object, thereby enriching the role of the voiceprint identifier.
[0189] In some embodiments, the direction indicated by the position corresponding to the voiceprint identifier on the compass and the difference between the direction of the sound event corresponding to the voiceprint identifier relative to the second virtual object are the direction difference, and the direction difference is positively correlated with the degree of visual occlusion of the area where the first virtual object is located.
[0190] In some embodiments, when the first virtual object is located in the visual occlusion area, the direction of the first virtual object indicated by the corresponding voiceprint identifier may deviate from the actual direction, that is, the accuracy of the direction indicated by the voiceprint identifier is reduced, making it difficult for the user to accurately locate the position of the first virtual object through the voiceprint identifier, thereby improving the masking effect of the visual occlusion area on the virtual objects in the area.
[0191] In the above implementation, the voiceprint identification can be used to indicate the direction. When the first virtual object is located in the visual occlusion area, the voiceprint identification can also be used to blur the user's perception and positioning of the location of the first virtual object, thereby enriching the function and role of the voiceprint identification; at the same time, it also enhances the masking effect of the visual occlusion area on the virtual objects in the area.
[0192] It should be noted that the above-mentioned embodiments of the sound effect playing method and the embodiment of the voiceprint identification display method can be combined, and any feasible embodiment of the combination of the embodiment of the sound effect playing method and the embodiment of the voiceprint identification display method is within the protection scope of this application.
[0193] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
[0194] Please refer to Figure 11, which shows a block diagram of a sound effect playback device provided by one embodiment of the present application. This device has the function of implementing the above-mentioned example of the sound effect playback method. The function can be implemented by hardware or by hardware executing corresponding software. This device can be the terminal device described above, or it can be set on a terminal device. The device 1100 may include: an environment display module 1110 and a sound effect playback module 1120.
[0195] The environment display module 1110 is configured to display a virtual environment including a first virtual object.
[0196] The sound effect playing module 1120 is used to play the sound effect after weakening processing of the sound event when the first virtual object is located in the visual occlusion area in the virtual environment and the first virtual object triggers a sound event in the visual occlusion area, wherein the visual occlusion area is used to produce an occlusion effect on the virtual elements in the area, and the weakening processing is used to weaken the effect of the sound effect for identifying the location of the first virtual object.
[0197] In some embodiments, the sound effect playing module 1120 includes: a parameter acquisition submodule and a sound effect playing submodule.
[0198] The parameter acquisition submodule is used to obtain the initial sound effect parameters of the sound event.
[0199] The parameter acquisition submodule is further configured to perform the weakening process on the initial sound effect of the sound event based on the initial sound effect parameters of the sound event, so as to obtain the weakened sound effect parameters of the sound event.
[0200] The sound effect playing submodule is used to play the sound effect of the at least one sound event according to the sound effect parameters after the attenuation of the at least one sound event.
[0201] In some embodiments, the sound effect parameters include a volume value; the parameter acquisition submodule is used to: determine the volume value of the sound event after it is weakened based on the initial volume value of the sound event, wherein the volume value of the sound event after it is weakened is lower than the initial volume value of the sound event.
[0202] In some embodiments, the sound effect parameters include spatial parameters; the parameter acquisition submodule is used to: determine the spatial parameters of the sound event after weakening based on the initial spatial parameters of the sound event, wherein the weakened spatial parameters are weaker in effect on distinguishing the direction and distance of the sound location than the initial spatial parameters are in effect on distinguishing the direction and distance of the sound location.
[0203] In some embodiments, the spatial parameters include the time difference and volume difference between the sound effects of at least two channels; the parameter acquisition submodule is used to: determine the time difference or volume difference after the sound event is weakened based on the initial time difference or volume difference between the sound effects of the at least two channels of the first sound event.
[0204] In some embodiments, the parameter acquisition submodule is used to: determine whether the first sound event is a sound effect playback event or a sound effect hiding event based on frequency limit information corresponding to the visual occlusion area, the frequency limit information is used to limit the frequency of playing the sound effect of the sound event, the sound effect playback event refers to a sound event of playing the corresponding sound effect, and the sound effect hiding event refers to a sound event of hiding the corresponding sound effect;
[0205] The sound effect playing submodule is used to:
[0206] If the first sound event belongs to the sound effect playing event, playing the sound effect of the first sound event;
[0207] Wherein, in the case that the sound event belongs to the sound effect hiding event, the sound effect of the sound event is not played.
[0208] In some embodiments, the frequency limit information includes at least one of the following:
[0209] Within a first duration, the number of the sound effect playback events is less than or equal to a first threshold;
[0210] There are m sound events in every n consecutive sound events that belong to the sound effect playback event, where n and m are integers greater than 1, and m is less than n;
[0211] The sound effect playing event or the sound effect hiding event is determined randomly.
[0212] In some embodiments, the visual occlusion area includes a coverage area of smoke generated by a virtual smoke device in the virtual environment, and a center point of a bottom surface of the coverage area is a position where the virtual smoke device generates the smoke.
[0213] In some embodiments, the visual occlusion area includes at least two sub-areas with different degrees of visual occlusion, and the degrees of visual occlusion at different positions in the same sub-area are the same; when the sound position of the sound event is located in the first sub-area of the at least two sub-areas, the sound effect of the sound event after weakening processing is determined based on the degree of visual occlusion of the first sub-area; wherein, the weakening effect of the sound effect of the sound event after weakening processing on distinguishing the position of the first virtual object is positively correlated with the degree of visual occlusion.
[0214] In some embodiments, the sound effect playing module 1120 is further configured to:
[0215] When the first virtual object moves out of the visual occlusion area or the visual occlusion area is cancelled, if the first virtual object triggers the sound event, the initial sound effect of the sound event is played.
[0216] In some embodiments, the sound effect playing module 1120 is further used to: determine the sound effect of the sound event after the weakening processing based on the type of the sound event; wherein, for different types of sound events, the corresponding weakening processing methods are different.
[0217] In some embodiments, the sound effect playing module 1120 is used to:
[0218] In a case where the sound event is a position movement type sound event, the sound effect of the sound event after the weakening process is the sound effect of the sound event after the first weakening process, and the position movement type sound event is used to move the position of the first virtual object;
[0219] In a case where the sound event is an attack-type sound event, the sound effect of the sound event after the weakening process is the sound effect of the sound event after the second weakening process, and the attack-type sound event is used to attack the second virtual object in the virtual environment;
[0220] The degree of weakening of the sound effect by the first weakening process is greater than the degree of weakening of the sound effect by the second weakening process.
[0221] In summary, the technical solution provided by the embodiment of the present application is to weaken the sound effect of the sound event triggered by the virtual object in the visual occlusion area of the virtual environment when the virtual object is located in the visual occlusion area, so that the effect of the weakened sound effect played out in distinguishing the sound location is weakened. Considering that visual occlusion (such as the presence of an obstacle) may hinder the propagation of sound (the obstacle may cause the sound to reflect, refract, etc.), the visual occlusion is organically combined with the auditory sound effect weakening to simulate a more realistic sound effect in the case of visual occlusion. Not only does it enrich the diversity of the sound effects played, but it also gives the user an immersive feeling and improves the user's game experience. The sound effect is only weakened, not completely cancelled, and the position of the first virtual object can still be perceived based on the sound effect. In addition, the weakened sound effect played makes the position of the first virtual object more difficult to distinguish, while improving the richness of the sound effect, enriching the form of human-computer interaction and enhancing the fun of the game. In addition, in the embodiment of the present application, the visual occlusion area can not only visually block the virtual objects located in the visual occlusion area, but also auditorily blur the position of the virtual objects by weakening the sound effects, thereby enriching the function of the visual occlusion area.
[0222] Please refer to Figure 12, which shows a block diagram of a voiceprint identification display device provided in one embodiment of the present application. This device has the functionality to implement the aforementioned example of the voiceprint identification display method. This functionality can be implemented by hardware or by hardware executing corresponding software. This device can be the terminal device described above, or it can be installed on a terminal device. This device 1200 may include an environment display module 1210 and an identification display module 1220.
[0223] The environment display module 1210 is configured to display a virtual environment including a first virtual object.
[0224] The identification display module 1220 is used to display the voiceprint identification corresponding to the sound event triggered by the first virtual object based on the degree of visual occlusion of the area where the first virtual object is located. The degree of visual occlusion is used to indicate the degree of occlusion effect on the virtual elements in the area. The voiceprint identification is used to indicate the direction and position of the first virtual object. The display interval duration between two adjacent voiceprint identifications is positively correlated with the degree of visual occlusion of the area where the first virtual object is located.
[0225] In some embodiments, the identification display module 1220 is used to:
[0226] When the first virtual object is located in a visual occlusion area of the virtual environment, displaying the voiceprint identifier at a first interval, wherein the visual occlusion area is used to produce an occlusion effect on virtual elements within the area;
[0227] When the first virtual object is located in a non-visually blocked area of the virtual environment, displaying the voiceprint identifier according to a second interval duration, wherein the non-visually blocked area is an area other than the visually blocked area;
[0228] The visual occlusion degree of the visually occluded area is higher than the visual occlusion degree of the non-visually occluded area, and the first interval duration is greater than the second interval duration.
[0229] In some embodiments, the visual occlusion area includes at least two sub-areas with different visual occlusion degrees, and the visual occlusion degrees at different positions in the same sub-area are the same;
[0230] In some embodiments, the identification display module 1220 is used to:
[0231] When the first virtual object is located in the visual occlusion area, obtaining a position of the first virtual object triggering the sound event;
[0232] determining, according to the position at which the first virtual object triggers the sound event, a subregion where the first virtual object triggers the sound event;
[0233] The display interval duration corresponding to the sub-region where the first virtual object is located when triggering the sound event is determined as the first interval duration, and the voiceprint identifier is displayed according to the first interval duration.
[0234] In some embodiments, the identification display module 1220 is used to:
[0235] determining a distance between the first virtual object and a second virtual object in the virtual environment;
[0236] determining the amplitude of the voiceprint identifier according to the degree of visual occlusion of the area where the first virtual object is located and the distance;
[0237] determining, according to the amplitude, a voiceprint identifier corresponding to the sound event triggered by the first virtual object;
[0238] Wherein, when the degree of visual obstruction is the same, the amplitude is negatively correlated with the distance; when the distance is the same, the amplitude is negatively correlated with the degree of visual obstruction.
[0239] In some embodiments, a compass is displayed in the upper layer of the display screen of the virtual environment, and the compass is used to indicate the orientation of a second virtual object in the virtual environment. The voiceprint identifier corresponds to a position on the compass, and is used to indicate the direction of the trigger position of the sound event corresponding to the voiceprint identifier relative to the second virtual object.
[0240] In some embodiments, the direction indicated by the voiceprint identifier corresponding to the position on the compass, and the difference between the direction of the sound event corresponding to the voiceprint identifier relative to the second virtual object is the direction difference, and the direction difference is positively correlated with the degree of visual occlusion of the area where the first virtual object is located.
[0241] To sum up, the technical solution provided by the embodiments of the present application limits the display interval of the voiceprint logo according to the degree of visual occlusion, so that the higher the degree of visual occlusion in the area, the lower the display frequency of the voiceprint logo, and the lower the degree of visual occlusion in the area, the higher the display frequency of the voiceprint logo. This makes the display of the voiceprint logo coordinated and unified with the visual occlusion effect of different areas, while also improving the user experience.
[0242] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0243] Please refer to Figure 13, which shows a block diagram of a terminal device 1300 provided in one embodiment of the present application. The terminal device 1300 can be an electronic device such as a mobile phone, tablet computer, game console, e-book reader, multimedia playback device, wearable device, PC, etc. The terminal device is used to implement the sound effect playback method or voiceprint identification display method provided in the above embodiments. The terminal device can be the terminal device 14 in the computer system shown in Figure 2. Specifically:
[0244] Typically, the terminal device 1300 includes a processor 1301 and a memory 1302 .
[0245] The processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0246] Memory 1302 may include one or more computer-readable storage media, which may be non-transitory. Memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in memory 1302 is used to store a computer program and is configured to be executed by one or more processors to implement the above-mentioned sound effect playback method or voiceprint identification display method.
[0247] In some embodiments, terminal device 1300 may optionally include a peripheral device interface 1303 and at least one peripheral device. The processor 1301, memory 1302, and peripheral device interface 1303 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1303 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1304, a display screen 1305, an audio circuit 1306, and a power supply 1307.
[0248] Those skilled in the art will understand that the structure shown in FIG13 does not constitute a limitation on the terminal device 1300 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0249] In an exemplary embodiment, a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium. When the computer program is executed by a processor, the computer program implements the above-mentioned sound effect playing method or the above-mentioned voiceprint identification display method.
[0250] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State Drives), or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0251] In an exemplary embodiment, a computer program product is also provided, comprising a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the aforementioned sound effect playback method or the aforementioned voiceprint identification display method.
[0252] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0253] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0254] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for playing sound effects, the method being executed by a terminal device, the method comprising: displaying a virtual environment including a first virtual object; When the first virtual object is located in a visual occlusion area in the virtual environment and the first virtual object triggers a sound event in the visual occlusion area, the sound effect of the sound event is played after being weakened, wherein the visual occlusion area is used to produce an occlusion effect on the virtual elements in the area, and the weakening processing is used to weaken the effect of the sound effect for identifying the location of the first virtual object.
2. The method according to claim 1, wherein The playing of the weakened sound effect of the sound event includes: Obtaining the initial sound effect parameters of the sound event; Based on the initial sound effect parameters of the sound event, performing the weakening process on the initial sound effect of the sound event to obtain the weakened sound effect parameters of the sound event; Play the sound effect of the sound event according to the weakened sound effect parameters of the sound event.
3. The method according to claim 2, wherein: The sound effect parameters include volume values; The step of performing the weakening process on the initial sound effect of the sound event based on the initial sound effect parameters of the sound event to obtain the weakened sound effect parameters of the sound event includes: Based on the initial volume value of the sound event, a volume value of the sound event after attenuation is determined, wherein the volume value of the sound event after attenuation is lower than the initial volume value of the sound event.
4. The method according to claim 2, wherein: The sound effect parameters include space parameters; The step of performing the weakening process on the initial sound effect of the sound event based on the initial sound effect parameters of the sound event to obtain the weakened sound effect parameters of the sound event includes: Based on the initial spatial parameters of the sound event, the spatial parameters of the sound event after weakening are determined, wherein the effect of the weakened spatial parameters on distinguishing the direction and distance of the sound location is weaker than the effect of the initial spatial parameters on distinguishing the direction and distance of the sound location.
5. The method according to claim 4, wherein The spatial parameters include a time difference and a volume difference between the respective sound effects of at least two channels; The determining, based on the initial spatial parameters of the sound event, the spatial parameters of the sound event after being weakened, includes: Based on the initial time difference or volume difference between the sound effects of the at least two channels of the sound emission event, the time difference or volume difference after the sound emission event is weakened is determined.
6. The method according to claim 2, wherein: The step of performing the weakening process on the initial sound effect of the sound event based on the initial sound effect parameters of the sound event to obtain the weakened sound effect parameters of the sound event includes: Determining, based on frequency restriction information corresponding to the visually blocked area, whether the sound event is a sound effect play event or a sound effect hide event, wherein the frequency restriction information is used to limit the frequency of playing the sound effect of the sound event, the sound effect play event refers to a sound event that plays the corresponding sound effect, and the sound effect hide event refers to a sound event that hides the corresponding sound effect; Playing the sound effect of the sound event according to the sound effect parameters after the sound event is weakened includes: In the case where the sound event belongs to the sound effect playing event, playing the sound effect of the sound event; Wherein, in the case that the sound event belongs to the sound effect hiding event, the sound effect of the sound event is not played.
7. The method according to any one of claims 1 to 6, wherein: The visual occlusion area includes an effective area of the smoke generated by the virtual smoke device in the virtual environment.
8. The method according to any one of claims 1 to 7, wherein: The visual occlusion area includes at least two sub-areas with different visual occlusion degrees, and the visual occlusion degrees at different positions in the same sub-area are the same; When the sound generation location of the sound generation event is located in a first sub-region of the at least two sub-regions, the sound effect of the sound generation event after weakening is determined based on the visual occlusion degree of the first sub-region; The weakening effect of the weakened sound effect of the sound event on identifying the location of the first virtual object is positively correlated with the degree of visual occlusion.
9. The method according to any one of claims 1 to 8, wherein: The sound effect of the sound event after the attenuation process is determined based on the type of the sound event; Among them, for different types of sound events, the corresponding weakening processing methods are different.
10. The method according to claim 9, wherein: In a case where the sound event is a position movement type sound event, the sound effect of the sound event after the weakening process is the sound effect of the sound event after the first weakening process, and the position movement type sound event is used to move the position of the first virtual object; In a case where the sound event is an attack-type sound event, the sound effect of the sound event after the weakening process is the sound effect of the sound event after the second weakening process, and the attack-type sound event is used to attack the second virtual object in the virtual environment; The degree of weakening of the sound effect by the first weakening process is greater than the degree of weakening of the sound effect by the second weakening process.
11. A method for displaying a voiceprint identification, the method being executed by a terminal device, the method comprising: displaying a virtual environment including a first virtual object; Based on the degree of visual occlusion of the area where the first virtual object is located, the voiceprint identifier corresponding to the sound event triggered by the first virtual object is displayed. The degree of visual occlusion is used to indicate the degree of occlusion effect on the virtual elements in the area. The voiceprint identifier is used to indicate the orientation of the first virtual object. The display interval duration between two adjacent voiceprint identifiers is positively correlated with the degree of visual occlusion of the area where the first virtual object is located.
12. The method according to claim 11, wherein The displaying of the voiceprint identifier corresponding to the sound event triggered by the first virtual object based on the visual occlusion degree of the area where the first virtual object is located includes: When the first virtual object is located in a visual occlusion area of the virtual environment, displaying the voiceprint identifier at a first interval, wherein the visual occlusion area is used to produce an occlusion effect on virtual elements within the area; When the first virtual object is located in a non-visually blocked area of the virtual environment, displaying the voiceprint identifier according to a second interval duration, wherein the non-visually blocked area is an area other than the visually blocked area; The visual occlusion degree of the visually occluded area is higher than the visual occlusion degree of the non-visually occluded area, and the first interval duration is greater than the second interval duration.
13. The method according to claim 12, wherein: The visual occlusion area includes at least two sub-areas with different visual occlusion degrees, and the visual occlusion degrees at different positions in the same sub-area are the same; The step of displaying the voiceprint identifier according to a first interval duration when the first virtual object is located in a visually blocked area of the virtual environment includes: When the first virtual object is located in the visual occlusion area, obtaining a position of the first virtual object triggering the sound event; determining, according to the position at which the first virtual object triggers the sound event, a subregion where the first virtual object triggers the sound event; The display interval duration corresponding to the sub-region where the first virtual object is located when triggering the sound event is determined as the first interval duration, and the voiceprint identifier is displayed according to the first interval duration.
14. The method according to claim 12 or 13, wherein: The visual occlusion area includes an effective area of the smoke generated by the virtual smoke device in the virtual environment.
15. The method according to any one of claims 11 to 14, wherein: The method further comprises: determining a distance between the first virtual object and a second virtual object in the virtual environment; determining the amplitude of the voiceprint identifier according to the degree of visual occlusion of the area where the first virtual object is located and the distance; determining, according to the amplitude, a voiceprint identifier corresponding to the sound event triggered by the first virtual object; Wherein, when the degree of visual obstruction is the same, the amplitude is negatively correlated with the distance; when the distance is the same, the amplitude is negatively correlated with the degree of visual obstruction.
16. The method according to any one of claims 11 to 15, wherein: A compass is displayed in the upper layer of the display screen of the virtual environment, and the compass is used to indicate the orientation of a second virtual object in the virtual environment. The voiceprint identifier corresponds to a position on the compass, and is used to indicate the direction of a trigger position of a sound event corresponding to the voiceprint identifier relative to the second virtual object.
17. The method according to claim 16, wherein The direction indicated by the position corresponding to the voiceprint identifier on the compass, and the difference between the direction of the sound event corresponding to the voiceprint identifier relative to the second virtual object is the direction difference, and the direction difference is positively correlated with the degree of visual occlusion of the area where the first virtual object is located.
18. A sound effect playing device, comprising: An environment display module, configured to display a virtual environment including the first virtual object; A sound effect playback module is used to play the sound effect of the sound event after being weakened when the first virtual object is located in the visual occlusion area in the virtual environment and the first virtual object triggers a sound event in the visual occlusion area, wherein the visual occlusion area is used to produce an occlusion effect on the virtual elements in the area, and the weakening processing is used to weaken the effect of the sound effect for identifying the location of the first virtual object.
19. A voiceprint identification display device, comprising: An environment display module, configured to display a virtual environment including the first virtual object; An identification display module is used to display the voiceprint identification corresponding to the sound event triggered by the first virtual object based on the degree of visual occlusion of the area where the first virtual object is located. The degree of visual occlusion is used to indicate the degree of occlusion effect on virtual elements in the area. The voiceprint identification is used to indicate the direction and position of the first virtual object. The display interval duration between two adjacent voiceprint identifications is positively correlated with the degree of visual occlusion of the area where the first virtual object is located.
20. A terminal device, comprising a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the sound effect playback method as described in any one of claims 1 to 10 above, or to implement the voiceprint identification display method as described in any one of claims 11 to 17 above.
21. A computer-readable storage medium, wherein a computer program is stored in the computer-readable storage medium, wherein the computer program is loaded and executed by a processor to implement the sound effect playback method as described in any one of claims 1 to 10 above, or to implement the voiceprint identification display method as described in any one of claims 11 to 17 above.
22. A computer program product, comprising a computer program, wherein the computer program is stored in a computer-readable storage medium, and a processor reads and executes the computer program from the computer-readable storage medium to implement the sound effect playback method as described in any one of claims 1 to 10, or implement the voiceprint identification display method as described in any one of claims 11 to 17 above.
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