Information prompting method and apparatus, and computer device and computer-readable storage medium
By displaying the relative vertical positions of the sound source and the controlled virtual character on the game interface, and using different display areas to show sound icons, the problem of players having difficulty identifying the virtual character's position is solved, thus improving the game's reaction speed and playability.
Patent Information
- Application Number
- PCT/CN2025/098499
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-06-05
- Filing Date
- 2025-05-30
- Publication Date
- 2026-02-12
Smart Images

Figure CN2025098499_12022026_PF_FP_ABST
Abstract
Description
Information prompting method and device, computer device, and computer readable storage medium
[0001] Cross-reference to Related Applications
[0002] The present application claims priority to the Chinese patent application No. 202410726919.2, filed on June 5, 2024, and entitled "Information prompting method and device, computer device, and computer readable storage medium", the content of which is incorporated herein by reference in its entirety. TECHNICAL FIELD
[0003] The present disclosure relates to the technical field of communication, and particularly relates to an information prompting method and device, a computer device, and a computer readable storage medium. BACKGROUND
[0004] In a related game setting, a virtual character does not make a corresponding moving sound when moving in a game scene, and only when the virtual character shoots or throws a virtual prop, a corresponding sound prompt is made. A player can only observe the approach of other virtual characters through a small map in the game scene, or can only notice the virtual character when the other virtual character appears in a virtual scene displayed by a game interface. The virtual character is very close to a virtual character controlled by the player, and the player has difficulty in reacting and taking corresponding measures to shoot or throw a virtual prop to produce a sound. The player also needs to determine the position of a sound source by listening to the sound, which has a high requirement on the hearing of the player. The player has difficulty in knowing the source of the sound from the sound played by the terminal, which leads to the difficulty in reacting and taking corresponding measures in time, and leads to low playability of the game and affects the game experience of the player. SUMMARY
[0005] Embodiments of the present disclosure provide an information prompting method and device, a computer device, and a computer readable storage medium, which improve the information recognition degree of sound in a game scene and improve the game experience of a player.
[0006] An information prompting method provided by an embodiment of the present disclosure includes:
[0007] displaying a game interface, wherein the game interface displays content including at least part of a virtual scene and a controlled virtual character located in the virtual scene;
[0008] obtaining position information of a sound source making a specified sound in the virtual scene;
[0009] determining a first relative position of the sound source in a vertical direction compared to the controlled virtual character according to the position information and a current position of the controlled virtual character in the virtual scene;
[0010] display the sound mark of the sound source on the game interface based on the first relative position, wherein the sound mark of the sound source located at the same layer as the controlled virtual character is displayed in a first display area, and the sound mark of the sound source located at a different layer from the controlled virtual character is displayed in a second display area, and the display positions of the first display area and the second display area in the vertical direction are different.
[0011] Correspondingly, the embodiment of the present disclosure also provides an information prompting device, comprising:
[0012] an interface display unit configured to execute display of a game interface, wherein the game interface displays content including at least a partial virtual scene and a controlled virtual character located in the virtual scene;
[0013] a position acquisition unit configured to execute acquisition of position information of a sound source emitting a specified sound in the virtual scene;
[0014] a position determination unit configured to execute determination of a first relative position of the sound source in a vertical direction compared to the controlled virtual character based on the position information and a current position of the controlled virtual character in the virtual scene;
[0015] a mark display unit configured to execute display of a sound mark of the sound source on the game interface based on the first relative position, wherein the sound mark of the sound source located at the same layer as the controlled virtual character is displayed in a first display area, and the sound mark of the sound source located at a different layer from the controlled virtual character is displayed in a second display area, and the display positions of the first display area and the second display area in the vertical direction are different.
[0016] Correspondingly, the embodiment of the present disclosure also provides a computer device, comprising a memory and a processor; the memory stores a computer program, and the processor is used to run the computer program in the memory to execute any one of the information prompting methods provided by the embodiments of the present disclosure.
[0017] Correspondingly, the embodiment of the present disclosure also provides a computer readable storage medium, which is used to store a computer program, and the computer program is loaded by a processor to execute any one of the information prompting methods provided by the embodiments of the present disclosure.
[0018] The embodiment of the present disclosure displays a game interface, and content displayed by the game interface at least includes a partial virtual scene and a controlled virtual character located in the virtual scene; position information of a sound source emitting a specified sound in the virtual scene is acquired; a first relative position of the sound source in a vertical direction compared to the controlled virtual character is determined according to the position information and a current position of the controlled virtual character in the virtual scene; and a sound mark of the sound source is displayed on the game interface based on the first relative position, wherein the sound mark of the sound source located at the same layer as the controlled virtual character is displayed in a first display area, and the sound mark of the sound source located at a different layer from the controlled virtual character is displayed in a second display area, and the display positions of the first display area and the second display area in the vertical direction are different.
[0019] As can be seen from the above, the embodiment of the present disclosure displays the sound marks with different first relative positions in the vertical direction of the controlled virtual character in different display areas on the game interface, so as to indicate the positional relationship between the sound source and the controlled virtual character through the display position of the sound mark on the game interface. The player can know the position of the sound source through the display position of the sound mark, thereby improving the information recognition degree of the sound in the game scene, and the player can accurately know the source of the sound to take timely countermeasures, thereby improving the playability of the game and improving the game experience of the player.
[0020] In addition, the embodiment of the present disclosure can improve the reaction speed of the player to the sound in the game through the visualization of the sound source, thereby reducing the number of deaths of the controlled virtual character controlled by the player, prolonging the duration of each game, reducing the number of times of restarting the game by the player, and reducing the response frequency of the electronic device, thereby saving the computing resources of the electronic device. BRIEF DESCRIPTION OF DRAWINGS
[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present disclosure, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without creative effort.
[0022] FIG. 1 is a flowchart of one of the information prompting methods provided by the embodiment of the present disclosure;
[0023] FIG. 2 is a display position diagram of one of the display areas provided by the embodiment of the present disclosure;
[0024] FIG. 3 is a positional relationship diagram of one of the display areas provided by the embodiment of the present disclosure;
[0025] FIG. 4 is a display diagram of one of the display areas according to an embodiment of the present disclosure;
[0026] FIG. 5 is a diagram of one of the sound identifiers according to an embodiment of the present disclosure;
[0027] FIG. 6 is another diagram of the sound identifier according to an embodiment of the present disclosure;
[0028] FIG. 7 is another diagram of the sound identifier according to an embodiment of the present disclosure;
[0029] FIG. 8 is another diagram of the sound identifier according to an embodiment of the present disclosure;
[0030] FIG. 9 is another diagram of the sound identifier according to an embodiment of the present disclosure;
[0031] FIG. 10 is another diagram of the sound identifier according to an embodiment of the present disclosure;
[0032] FIG. 11 is a diagram of the position relationship of one of the display areas according to an embodiment of the present disclosure;
[0033] FIG. 12 is a diagram of the display position of one of the reference identifiers according to an embodiment of the present disclosure;
[0034] FIG. 13 is a diagram of one of the audio waveforms according to an embodiment of the present disclosure;
[0035] FIG. 14 is another diagram of the audio waveform according to an embodiment of the present disclosure;
[0036] FIG. 15 is a diagram of the position relationship between one of the sound identifiers and the direction indicator according to an embodiment of the present disclosure;
[0037] FIG. 16 is a diagram of one of the game interfaces according to an embodiment of the present disclosure;
[0038] FIG. 17 is a diagram of one of the information prompting devices according to an embodiment of the present disclosure;
[0039] FIG. 18 is a diagram of the structure of one of the computer devices according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0040] The technical solutions in the embodiments of the present disclosure will be described clearly and completely below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work fall within the scope of the present disclosure.
[0041] The information prompting method and device, computer device and computer readable storage medium are provided in the embodiments of the present disclosure. The information prompting device can be integrated in a computer device, which can be a server or a terminal or the like.
[0042] The terminal can include a mobile phone, a wearable smart device, a tablet computer, a notebook computer, a personal computer (PC), a vehicle-mounted computer, and the like.
[0043] The server can be a standalone physical server, a server cluster or a distributed system composed of multiple physical servers, a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms, and the like.
[0044] The following will be described in detail. It should be noted that the order of the following embodiments is not limited as the preferred order of the embodiments.
[0045] First, some nouns related to the embodiments of the present disclosure are described:
[0046] The virtual scene (or game scene) is a virtual scene displayed (or provided) by an application running on a terminal or a server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be a sky, a land, a sea, and the like, wherein the land includes desert, city, and the like. The virtual scene is a scene of complete game logic of a virtual object controlled by a user, for example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for a player to control a virtual object to fight, and an example of a virtual scene can include at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles.
[0047] The game interface refers to an interface corresponding to an application provided or displayed through a graphical user interface. The interface includes a UI interface for interaction by a player and a game picture. In an optional implementation, the UI interface can include interface elements, such as game controls (for example, skill controls, movement controls, function controls, and the like), indicator marks (for example, orientation indicators, character indicator marks, and the like), information display areas (for example, kill counts, game time, and the like), or game setting controls (for example, system settings, stores, gold coins, and the like). In an optional implementation, the game picture is a display picture corresponding to a virtual scene displayed by a terminal device. The game picture can include virtual objects such as game characters, NPC characters, and AI characters performing game logic in the virtual scene.
[0048] A game character (also referred to as a virtual object or a game object) refers to a dynamic object that can be controlled in a virtual scene. The virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment for a battle, or a non-player character (NPC) set in a virtual scene for a battle. Alternatively, the virtual character is a virtual person competing in the virtual scene. Alternatively, the number of virtual characters in the virtual scene for the battle is preset or dynamically determined according to the number of client devices participating in the battle, which is not limited in the embodiments of the present disclosure. In a possible implementation, a user can control the virtual character to move in the virtual scene, for example, to control the virtual character to run, jump, crawl, and the like, and can also control the virtual character to use skills, virtual props, and the like provided by an application to fight other virtual characters.
[0049] The embodiments will be described from the perspective of an information prompting device, which can be integrated in a computer device, which can be a server or a terminal device.
[0050] The information prompting method provided in the embodiments of the present disclosure can be as shown in FIG. 1. The specific flow of the information prompting method can be as follows:
[0051] 101. Display a game interface. The game interface displays content including at least part of a virtual scene and a controlled virtual character in the virtual scene.
[0052] The information prompting method provided in the embodiments of the present disclosure can be applied to various games involving sound listening and position identification, such as first-person shooter (FPS) games and the like.
[0053] 102. Obtain position information of a sound source emitting a specified sound in a virtual scene.
[0054] The specified sound can be a sound that needs to be prompted in advance in a computer program, such as a sound (footstep sound, communication sound, scream sound, etc.) emitted by a virtual character in a game, a sound effect (gunshot sound, explosion sound, etc.) emitted by a virtual character using a game prop, or a sound emitted by a virtual object colliding with a game scene (a virtual character knocking over a box placed in a game scene) in a game.
[0055] The sound source can be an object that emits a sound, such as a virtual character that can produce a footstep sound, or a game prop such as a firearm, a virtual bomb, etc., which emits a gunshot sound under the shooting operation of a player, etc.
[0056] For example, when a specified sound is detected in a virtual scene, the position information of the sound source emitting the specified sound in the virtual scene can be determined. The position information can indicate the position of the sound source in the game scene, and the position information can include coordinates or the relative direction and relative distance of the sound source and the controlled virtual character.
[0057] 103. A first relative position of the sound source in a vertical direction relative to the controlled virtual character is determined based on the position information and the current position of the controlled virtual character in the virtual scene.
[0058] The first relative position can include the sound source and the controlled virtual character being on the same layer in the virtual scene, or the sound source and the controlled virtual character being on different layers in the virtual scene.
[0059] For example, the layer where the controlled virtual character is located in the virtual scene can be determined based on the current position of the controlled virtual character in the virtual scene (i.e., the current position of the controlled virtual character). Based on the position information of the sound source, it can be determined whether the sound source is located in the layer where the controlled virtual character is located, i.e., the first relative position of the sound source and the controlled virtual character.
[0060] For example, a correspondence between a height difference and the first relative position can be set in advance. If the height difference between the sound source and the controlled virtual object is greater than a preset height threshold, the sound source and the controlled virtual object are located on different layers. If the height difference between the sound source and the controlled virtual object is not greater than the preset height threshold, the sound source and the controlled virtual character are located on the same layer.
[0061] 104. A sound identifier of the sound source is displayed on the game interface based on the first relative position, wherein the sound identifier of the sound source located on the same layer as the controlled virtual character is displayed in a first display area, and the sound identifier of the sound source located on a different layer from the controlled virtual character is displayed in a second display area. The display positions of the first display area and the second display area in the vertical direction are different.
[0062] The first display area and the second display area can be two different display areas on the game interface, and the first display area and the second display area are not arranged side by side, and the display positions of the two in the vertical direction of the game interface are different. For example, the first display area and the second display area can be arranged in a column, and the first display area can be located above or below the second display area.
[0063] The first display area is used to display the sound identifier of the sound source located at the same layer as the controlled virtual character, and the second display area is used to display the sound identifier of the sound source located at a different layer from the controlled virtual character, so as to convey the first relative position of the sound source and the controlled virtual character in the vertical direction through the display position of the sound identifier.
[0064] For example, the positions of the first display area and the second display area on the game interface can be as shown in FIG. 2. The first display area and the second display area can also be displayed at other positions on the game interface. A certain spacing can be provided between the first display area and the second display area. The size and shape of the first display area and the second display area can also be flexibly set.
[0065] Optionally, the sound identifiers located in the same display area can be arranged side by side. Assuming that (x, y) represents the display position of the sound identifier on the game interface, and y is the coordinate of the sound identifier in the vertical direction of the screen, the coordinates of the sound identifiers in the vertical direction of the display area are the same, and the coordinates of the sound identifiers in the vertical direction of different display areas are different.
[0066] In an embodiment, the sound source and the controlled virtual character located at different layers can include that the sound source is located above the controlled virtual character, and the sound source is located below the controlled virtual character. Corresponding display areas can be provided. In an embodiment, the sound source and the controlled virtual character located at different layers include that the sound source is located above the controlled virtual character and below the controlled virtual character. The second display area includes an upper display area and a lower display area. The upper display area is used to display the sound identifier of the sound source located above the controlled virtual character, and the lower display area is used to display the sound identifier of the sound source located below the controlled virtual character. The upper display area is displayed above the first display area, and the lower display area is displayed below the first display area.
[0067] For example, the positional relationship of the first display area, the upper display area, and the lower display area can be as shown in FIG. 4. The size and shape of the first display area, the upper display area, and the lower display area can also be flexibly set. The spacing between the display areas can also be set.
[0068] The first display area, the upper display area, and the lower display area can be displayed at any position on the game interface, such as the lower part of the interface, the left side of the interface, the right side of the interface, and the like.
[0069] For the sound mark in the upper display area, the lower edges thereof have the same horizontal position on the game interface, and the visual effect can be that the lower edges of the sound marks in the upper display area are flush.
[0070] For the sound mark in the lower display area, the upper edges thereof have the same horizontal position on the game interface, and the visual effect can be that the upper edges of the sound marks in the lower display area are flush.
[0071] In an embodiment, the first display area, the upper display area and the lower display area can display the orientation indicator as a reference, that is, the game interface further comprises an orientation indicator, the horizontal position of the first display area on the game interface is the same as that of the orientation indicator, the upper display area is above the orientation indicator, and the lower display area is below the orientation indicator.
[0072] For example, the orientation indicator can be taken as a reference of the layer in which the controlled virtual character is currently located. If the sound source and the controlled virtual character are located in the same layer, the sound mark needs to be displayed on the same horizontal line as the orientation indicator; if the sound source is located above the controlled virtual character, the sound mark needs to be displayed above the orientation indicator; if the sound source is located below the controlled virtual character, the sound mark needs to be displayed below the orientation indicator. Therefore, the horizontal position of the first display area on the game interface is the same as that of the orientation indicator, the upper display area is above the orientation indicator, and the lower display area is below the orientation indicator.
[0073] For example, the display effect of the first display area, the upper display area and the lower display area on the game interface can be as shown in FIG. 3, and the size and shape of the first display area, the upper display area and the lower display area can be flexibly set.
[0074] In addition to taking the orientation indicator as a reference, other interface elements on the interface can also be taken as a reference, the horizontal position of the first display area is the same as that of the reference, the upper display area is above the reference, and the lower display area is below the reference.
[0075] Whether the sound mark is displayed in the first display area or the second display area can indicate the first relative position of the sound source in the vertical direction relative to the controlled virtual object, such as being located above the controlled virtual object, being located in the same layer as the controlled virtual object, or being located below the controlled virtual object.
[0076] In addition to determining whether the sound mark is displayed in the first display area or the second display area based on the first relative position of the sound source in the vertical direction relative to the controlled virtual object, the display position of the sound mark in the display area (the first display area or the second display area) can also be determined in combination with the second relative position of the sound source in the horizontal direction relative to the controlled virtual character, so that the second relative position of the sound source in the horizontal direction relative to the controlled virtual character and the first relative position of the sound source in the vertical direction relative to the controlled virtual character can be indicated by the display position of the sound mark on the interface.
[0077] For example, the second relative position of the sound source in the horizontal direction relative to the controlled virtual character can include one of being located in the displayed virtual scene in the game interface and being located outside the displayed virtual scene (i.e., in the undisplayed virtual scene). The first display area and the second display area can be divided into two parts in advance, one of which is used to display the sound mark of the sound source located in the displayed virtual scene in the game interface, and the other of which is used to display the sound mark of the sound source located in the undisplayed virtual scene. Based on this, the player can determine the relative position of the sound mark in the horizontal and vertical directions relative to the controlled virtual character based on which part of which display area the sound mark is located.
[0078] The undisplayed virtual scene of the game interface (i.e., the virtual scene outside the field of view of the controlled virtual character) can include a left undisplayed virtual scene and a right undisplayed virtual scene, the left undisplayed virtual scene being located to the left of the displayed virtual scene in the game interface, and the right undisplayed virtual scene being located to the right of the displayed virtual scene in the game interface. The first display area and the second display area can be divided into three parts, such as left, middle, and right parts, corresponding to the division of the virtual scene, and different parts are used to display the sound mark of the sound source located in different scene parts of the virtual scene of the game.
[0079] Optionally, there can be multiple first display areas, different first display areas being used to display sound sources that are in the same layer as the controlled virtual character but have different horizontal positions, and multiple first display areas can be displayed side by side. Similarly, there can also be multiple second display areas, different second display areas being used to display sound sources that are in the same layer as the controlled virtual character but have different second relative positions in the horizontal direction relative to the controlled virtual character, and multiple second display areas can be displayed side by side.
[0080] Optionally, the game interface can also include a direction indicator, which can be used as a reference in the horizontal direction to convey the second relative position of the sound source in the horizontal direction relative to the controlled virtual character. In an embodiment, the game interface further includes a direction indicator, and the sound mark of the sound source is displayed on the game interface based on the first relative position, including:
[0081] determine a second relative position of the sound source in the horizontal direction compared to the controlled virtual character according to the position information of the sound source;
[0082] display a sound mark on the game interface based on the first relative position and the second relative position of the azimuth indicator, the sound mark indicating the second relative position of the sound source in the horizontal direction compared to the controlled virtual character according to the relative position of the azimuth indicator.
[0083] For example, the azimuth value of the sound source can be determined according to the position information of the sound source, and it can be determined whether the sound source is located in the virtual scene displayed on the game interface or not according to the azimuth value and the azimuth range indicated by the azimuth indicator.
[0084] The azimuth indicator can be used as a reference for the second relative position, and the second relative position of the sound source in the virtual scene can be indicated by the position relationship between the sound mark and the azimuth indicator. For example, if the sound mark is displayed on the left side of the azimuth indicator, it indicates that the sound source is located in the left side of the virtual scene not displayed in the visual field of the controlled virtual character. If the sound mark is displayed on the right side of the azimuth indicator, it indicates that the sound source is located in the right side of the virtual scene not displayed in the visual field of the controlled virtual character. If the display position of the sound mark on the game interface is the same as the horizontal position of the display area of the azimuth indicator, it indicates that the sound source is located in the virtual scene displayed on the game interface.
[0085] For example, as shown in FIG. 4, the first display area and the second display area can include A part, B part and C part, wherein the A part is located on the left side of the azimuth indicator, the B part contains the azimuth indicator, and the C part is located on the right side of the azimuth indicator. The A part is used to display the sound mark of the sound source located in the left side of the virtual scene not displayed, the B part is used to display the sound mark of the sound source located in the virtual scene displayed on the game interface, and the C part is used to display the sound mark of the sound source located in the right side of the virtual scene not displayed.
[0086] The horizontal position of the sound source in the virtual scene is determined according to the position information of the sound source, and the first relative position of the sound source in the vertical direction compared to the controlled virtual character is assumed to be located in the upper layer of the controlled virtual character and in the left side of the virtual scene not displayed. The sound mark of the sound source should be displayed in the area of the A part of the upper display area as shown in FIG. 4.
[0087] Optionally, the azimuth indicator can be used to indicate the orientation of the controlled virtual character or the azimuth between the controlled virtual character and the preset position, since the azimuth indicator is marked with a plurality of azimuths. If the sound source is located in the virtual scene displayed on the game interface, the horizontal position of the sound source can be indicated accurately by means of the azimuth marked on the azimuth indicator, i.e. in an embodiment, the sound source located in the virtual scene within the visual field range of the controlled virtual character displayed on the game interface is displayed on the position corresponding to the target azimuth value of the azimuth indicator, and the target azimuth value corresponds to the second relative position in the horizontal direction.
[0088] For example, if it is determined according to the azimuth value of the sound source and the azimuth range indicated by the azimuth indicator that the sound source is located in the virtual scene within the visual field range of the controlled virtual character displayed on the game interface, the corresponding target azimuth value can be determined on the azimuth indicator according to the second relative position of the sound source in the horizontal direction relative to the controlled virtual character, and the sound mark is displayed on the position corresponding to the target azimuth value, which can include the first display area and the second display area, and the position aligned with the target azimuth value in the vertical direction. When the orientation of the controlled virtual character is directed to the direction indicated by the target azimuth value, the sound source is located in front of the controlled virtual character.
[0089] For example, as shown in FIG. 4, assuming that the azimuth value of the sound source is 210 and the sound source is located above the controlled virtual character, the sound mark can be displayed in position 1 in FIG. 4, and if the sound source is located below the controlled virtual character, the sound mark can be displayed in position 2 in FIG. 4.
[0090] The sound source located in the virtual scene outside the visual field range of the controlled virtual character exceeds the range indicated by the azimuth indicator in the second relative position in the horizontal direction relative to the controlled virtual character, so the sound mark of the sound source located in the virtual scene outside the visual field range of the controlled virtual character can be displayed in the interface area on the left or right of the azimuth indicator, i.e. in an embodiment, the sound mark of the sound source located in the virtual scene outside the visual field range of the controlled virtual character is displayed on the left or right of the azimuth indicator.
[0091] Since the first display area and the second display area are used to display the sound marks of the sound sources with different first relative positions in the vertical direction relative to the controlled virtual character, and different parts of the same display area display the sound marks of the sound sources with different second relative positions in the horizontal direction, the first relative position in the vertical direction and the second relative position in the horizontal direction of the sound source relative to the controlled virtual character can be transmitted by the display position of the sound mark on the game interface.
[0092] In addition to indicating the position information of the sound source by the display position of the sound identifier, the sound identifier itself can also indicate the information of the sound source by its display style. For example, the sound identifier can be an arrow, a pointer, a triangle, or other directional indicators, which can indicate the horizontal position of the sound source in the virtual scene, or the first relative position of the sound source and the controlled virtual character in the vertical direction of the virtual scene.
[0093] Taking the sound identifier as an arrow, a pointer, a triangle, or an audio waveform as an example, the virtual scene of the game can include a displayed scene part (i.e., the virtual scene within the field of view of the controlled virtual character) displayed on the game interface, a left undisplayed scene part located to the left of the displayed scene part, and a right undisplayed scene part located to the right of the displayed scene part.
[0094] As shown in Table 1 in FIG. 5, the sound identifier in the “left side” column of the interface can indicate that the sound source is located in the left undisplayed scene part, the sound identifier in the “in-interface” column can indicate that the sound source is located in the displayed scene part, and the sound identifier in the “right side” column of the interface can indicate that the sound source is located in the right undisplayed scene part.
[0095] As shown in Table 2 in FIG. 5, the sound identifier in the “upper layer” column can indicate that the sound source is located above the controlled virtual character, the sound identifier in the “same layer” column can indicate that the sound source is located at the same layer as the controlled virtual character, and the sound identifier in the “lower layer” column can indicate that the sound source is located below the controlled virtual character.
[0096] If the sound identifier only indicates the second relative position of the sound source in the horizontal direction compared with the controlled virtual character, the corresponding sound identifier can be selected and displayed from Table 1 in FIG. 5 according to the second relative position of the sound source.
[0097] If the sound identifier only indicates the first relative position of the sound source in the vertical direction compared with the controlled virtual character, the corresponding sound identifier can be selected and displayed from Table 2 in FIG. 5 according to the first relative position.
[0098] Optionally, the sound identifier corresponding to the sound source can include multiple candidate display identifier parts, and the part to be displayed can be determined according to the position information of the sound source, so as to indicate the information of the sound source based on the sound identifier itself.
[0099] For example, the sound mark can include four parts of up, down, left and right. The up and down parts are used to indicate the first relative position of the sound source and the controlled virtual character in the vertical direction, and the left and right parts are used to indicate the second relative position of the sound source compared with the controlled virtual character in the horizontal direction. Assuming that there is a sound source above the controlled virtual character and on the left side of the virtual scene not displayed, the up and left parts of the sound mark are displayed. If the sound source is above the controlled virtual character and in the virtual scene displayed in the game interface, the up part of the sound mark is displayed, or the up, left and right parts of the sound mark are displayed.
[0100] Therefore, in an embodiment, the sound mark corresponding to the sound source includes a plurality of candidate displayed mark parts. The sound mark of the sound source is displayed on the game interface based on the first relative position, including:
[0101] According to the first relative position of the sound source and the controlled virtual character, a target mark part is determined from the plurality of candidate displayed mark parts of the sound mark, wherein the target mark part corresponding to the sound source of different first relative positions is different;
[0102] According to the first relative position, a target display area is determined from the first display area and the second display area;
[0103] In the target display area, the target mark part of the sound mark is displayed.
[0104] The sound mark corresponding to the sound source includes a plurality of candidate displayed mark parts. The plurality of candidate displayed mark parts can be completely displayed or partially displayed. The information of the sound source can be conveyed through the style of the sound mark itself by different display of the sound mark.
[0105] The candidate displayed mark part of the sound mark corresponding to the sound source can be two or more. Specifically, the accuracy of direction indication can be set. If the accuracy of the direction to be indicated is low, the number of candidate displayed mark parts is smaller. Each candidate displayed mark part can indicate the position of the sound source, or a plurality of candidate displayed mark parts can indicate the position of the sound source.
[0106] For example, the sound mark and the displayed target mark part corresponding to the sound source at different positions in the virtual scene are shown in FIG. 6.
[0107] Optionally, the display style of the sound identifier can also only indicate the second relative position of the sound source compared to the controlled virtual character in the horizontal direction, and different second relative positions can correspond to different candidate displayed identifier parts. For example, the sound identifier can be an arrow in the "interface column" column shown in Table 1 of FIG. 5. If the sound source is located on the left side of the interface, the part shown in the "interface left side" column is displayed. If the sound source is located on the right side of the interface, the part shown in the "interface right side" column is displayed. If the sound source is located in the virtual scene in the interface, the part shown in the "interface inside" column is displayed.
[0108] Optionally, the display style of the sound identifier can also only indicate the first relative position of the sound source compared to the controlled virtual character. Different first relative positions can correspond to different candidate displayed identifier parts.
[0109] For example, the sound identifier can be an arrow in the "same layer column" column shown in Table 2 of FIG. 5. If the sound source is located above the controlled virtual character, the identifier part shown in the "upper layer" column is displayed. If the sound source is located below the controlled virtual character, the identifier part shown in the "lower layer" column is displayed. If the sound source is located in the same layer as the controlled virtual character, the identifier part shown in the "same layer" column is displayed.
[0110] For example, the sound identifier can be an arrow in the "same layer column" column shown in Table 2 of FIG. 5. If the sound source is located above the controlled virtual character, the identifier part shown in the "upper layer" column is displayed. If the sound source is located below the controlled virtual character, the identifier part shown in the "lower layer" column is displayed. If the sound source is located in the same layer as the controlled virtual character, the identifier part shown in the "same layer" column is displayed.
[0111] Optionally, the sound source located within the field of view of the controlled virtual character can be indicated by the azimuth value on the azimuth indicator matched with the relative position of the sound source, to indicate the second relative position of the sound source. For the sound source located outside the field of view of the controlled virtual character, the second relative position can be indicated by the style of the sound identifier. For example, the candidate displayed identifier of the sound identifier can include a horizontal indication identifier and a vertical indication identifier. The horizontal indication identifier can indicate the second relative position, and the vertical indication identifier can indicate the first relative position. Optionally, the first relative position can be indicated by the relative position of the vertical indication identifier compared to the horizontal indication identifier. If the sound source is located outside the field of view of the controlled virtual character, the horizontal indication identifier and the vertical indication identifier are selected as the target display identifier. If the sound source is located within the field of view of the controlled virtual character, the vertical indication identifier is selected as the target display identifier.
[0112] For example, the vertical indicator can be an audio waveform, and the horizontal indicator can be a target indicator with directional pointing, such as an arrow, a triangle, etc. The horizontal indicator can also include an audio waveform on the left or right side of the target indicator to indicate that the sound source is in the virtual scene on the left or right side of the controlled virtual character's field of view.
[0113] The sound indicator can be divided into two parts, and different parts indicate different second relative positions of the sound source in the horizontal direction or different first relative positions in the vertical direction relative to the controlled virtual character. In an embodiment, the multiple candidate display indicator parts include an upper half and a lower half. The upper half corresponds to sound sources above the controlled virtual character, the lower half corresponds to sound sources below the controlled virtual character, and the upper half and the lower half correspond to sound sources at the same level as the controlled virtual character.
[0114] Optionally, the upper half and the lower half can be mirror images.
[0115] In addition to indicating the position information of the sound source through the display position of the sound indicator, the display style of the sound indicator can also be used to indicate the position information of the sound source, which can enhance the indication effect of the position information of the sound source.
[0116] The sound indicator displayed on the game interface can include a first indicator part and a second indicator part. The first indicator part can indicate sound source associated information of the sound source, and the second indicator part can also indicate the sound source associated information. The sound source associated information indicated by the first indicator part and the second indicator part can be completely the same, partially the same, or different. In an embodiment, the sound indicator includes a first indicator part and a second indicator part, and each indicator part of the sound indicator indicates sound source associated information of the sound source. The sound source associated information includes at least one of the distance between the sound source and the controlled virtual character, the first relative position, the second relative position of the sound source in the horizontal direction relative to the controlled virtual character, the sound type, the number of sound sources, and the sound intensity.
[0117] For example, the sound can include footsteps, gunshots, explosions, etc. Different sounds correspond to different sound types. The sound intensity can indicate the volume of the sound.
[0118] The sound source associated information can be indicated by the display position of the sound indicator, the relative position of the first indicator part and the second indicator part, the display style of the first indicator part, and / or the display style of the second indicator part.
[0119] For example, the first relative position of the sound source relative to the controlled virtual character in the vertical direction, the second relative position of the sound source relative to the controlled virtual character in the horizontal direction, etc. can be indicated based on the relative position of the first identification part and the second identification part, i.e. in an embodiment, the relative position of the first identification part and the second identification part indicates the first relative position of the sound source relative to the controlled virtual character in the vertical direction, or the second relative position of the sound source relative to the controlled virtual character in the horizontal direction.
[0120] The first relative position of the sound source relative to the controlled virtual character in the vertical direction can also be indicated by the display style of the first identification part, and the second relative position of the sound source relative to the controlled virtual character in the horizontal direction can be indicated by the display style of the second identification part, i.e. in an embodiment, the display style of the first identification part indicates the first relative position of the sound source relative to the controlled virtual character in the vertical direction, and / or the display style of the second identification part indicates the second relative position of the sound source relative to the controlled virtual character in the horizontal direction.
[0121] The first identification part can be an identification with directional directivity, such as an arrow, a pointer, a triangle, etc. which can indicate a direction, and the first relative position of the sound source relative to the controlled virtual character can be indicated by the direction of the arrow, the triangle, the pointer, etc. or the vibration direction of the audio waveform.
[0122] In addition to the first relative position of the first identification part relative to the second identification part indicating the first relative position of the sound source relative to the controlled virtual character, the first relative position can also be indicated by the directional directivity of the first identification part, and the first relative position of the sound source relative to the controlled virtual character can be further indicated by other display styles of the first identification part.
[0123] The first identification part can also be an identification without directional directivity, such as a circle, a square, and also for example, an identification of a pattern such as a loudspeaker, a footprint, a bomb, a firearm, an audio waveform, etc. In addition to the first relative position of the first identification part relative to the second identification part indicating the first relative position of the sound source relative to the controlled virtual character, the first relative position of the sound source relative to the controlled virtual character can be indicated by the display style of the first identification part, such as the color, size, transparency, etc.
[0124] Similarly, the second identification part can be an identification with directional directivity, and the different second relative position of the sound source relative to the controlled virtual character in the horizontal direction can be indicated by the directional directivity of the second identification part, and the second relative position of the sound source relative to the controlled virtual character in the horizontal direction can be further indicated by other display styles of the first identification part.
[0125] The second identification part can also be an identification without directional indication, which can indicate the second relative position of the sound source in the horizontal direction compared with the controlled virtual character through display styles such as color, size, transparency, etc.
[0126] In the following, taking the first identification part and the second identification part as arrows, pointers or triangles, the virtual scene of the game can include a displayed scene part displayed on the game interface, a left undisplayed scene part located on the left side of the displayed scene part, and a right undisplayed scene part located on the right side of the displayed scene part.
[0127] As shown in Table 1 in FIG. 5, the second part identification of the left column of the interface can indicate that the sound source is located in the left undisplayed scene part, the second part identification of the inner column of the interface can indicate that the sound source is located in the displayed scene part, and the second part identification of the right column of the interface can indicate that the sound source is located in the right undisplayed scene part.
[0128] As shown in Table 2 in FIG. 5, the first part identification of the upper column can indicate that the sound source is located above the controlled virtual character, the first part identification of the same column can indicate that the sound source is located at the same level as the controlled virtual character, and the first part identification of the lower column can indicate that the sound source is located below the controlled virtual character.
[0129] The second identification part can be selected from Table 1 in FIG. 5 according to the second relative position of the sound source in the horizontal direction compared with the controlled virtual character, the first identification part can be selected from Table 2 in FIG. 5 according to the first relative position of the sound source and the controlled virtual character in the vertical direction, and the display area of the first identification part can be determined according to the first relative position of the sound source and the controlled virtual character in the vertical direction, and the sound identification can be displayed on the game interface based on the first identification part, the second identification part and the display area of the first identification part.
[0130] For example, for a sound source located in the left undisplayed scene part and above the controlled virtual character, the sound identification thereof can be as shown in FIG. 7, in which the arrow pointing to the left is the second identification part, and the other is the first identification part. In FIG. 7, the first identification part is located above the second identification part, which can indicate that the sound source is located above the controlled virtual character, and the second identification part points to the left, which can indicate that the sound source is located in the left undisplayed scene part.
[0131] The relative position of the first identification part and the second identification part in the sound identification can also indicate the second relative position of the sound source in the horizontal direction compared with the controlled virtual character, and the relative position of the second identification part relative to the first identification part can indicate the second relative position of the sound source in the horizontal direction compared with the controlled virtual character.
[0132] For example, for a sound source located in the left non-displayed scene part and above the controlled virtual role, the sound mark can be shown in FIG. 8. In FIG. 8, the upward arrow is the first mark part, and the other arrow is the first mark part. In FIG. 8, the second mark part is located on the left of the first mark part, indicating that the sound source is located in the left non-displayed scene part, and the upward arrow indicates that the sound source is located above the controlled virtual role.
[0133] In another example, the sound mark can also be shown in FIG. 9. In FIG. 9, the arrow A and the arrow B are the first mark part, and the second mark part is similar to the coordinate system mark. The directions of the arrow A and the arrow B can indicate the first relative position of the sound source and the controlled virtual role in the vertical direction, and the positions of the arrow A and the arrow B in the coordinate system can indicate the second relative position of the sound source and the controlled virtual role in the horizontal direction. The origin of the coordinate system can correspond to the horizontal position of the controlled virtual role. The arrow A indicates that the sound source is located to the left of the controlled virtual role, and the position of the arrow B indicates that the sound source is located in the direction indicated by the dotted arrow.
[0134] Optionally, the distance between the first mark part and the origin of the coordinate system can also indicate the distance between the sound source and the controlled virtual role in the horizontal direction in the virtual scene. The greater the distance between the first mark part and the origin of the coordinate system, the greater the distance between the sound source and the controlled virtual role in the horizontal direction.
[0135] Optionally, the first mark part can include a plurality of first sub-marks, and the second mark part can also include a plurality of second sub-marks. At least one of the first sub-marks and the second sub-marks can be used to indicate the first relative position of the sound source and the controlled virtual role in the vertical direction and / or the second relative position in the horizontal direction. In an embodiment, the first mark part includes a plurality of first sub-marks, and / or the second mark includes a plurality of second sub-marks. The first sub-marks indicate the relative position of the sound source and the controlled virtual role in the vertical and / or horizontal direction, and / or the second sub-marks indicate the relative position of the sound source and the controlled virtual role in the vertical and / or horizontal direction. The first sub-marks and / or the second sub-marks indicate the relative position of the sound source and the controlled virtual role in the vertical or horizontal direction.
[0136] For example, the first mark part includes a plurality of first sub-marks, and the plurality of first sub-marks can jointly indicate the first relative position of the sound source and the controlled virtual role in the vertical direction and / or the second relative position in the horizontal direction.
[0137] Alternatively, the second mark part includes a plurality of second sub-marks, and the plurality of second sub-marks can jointly indicate the first relative position of the sound source and the controlled virtual role in the vertical direction and / or the second relative position in the horizontal direction.
[0138] Or, the first identification part includes a plurality of first sub-identifications, and the second identification part also includes a plurality of second sub-identifications, the plurality of first sub-identifications can jointly indicate the relative position of the sound source in the vertical and / or direction compared to the controlled virtual character, and the plurality of second sub-identifications can jointly indicate the relative position of the sound source in the vertical and / or horizontal direction compared to the controlled virtual character.
[0139] The second identification part can include at least one second sub-identification, and the at least one second sub-identification can indicate the first relative and / or second relative position of the sound source. When the second identification part includes one second sub-identification, the display style of the second sub-identification can indicate the first relative position of the sound source. For example, the second identification part can be as shown in Table 2 of FIG. 5. Alternatively, the display style of the second sub-identification can indicate the second relative position of the sound source. For example, the second identification part can be as shown in Table 2 of FIG. 5.
[0140] The second identification part can include a plurality of second sub-identifications. For example, the second identification part can include two arrow marks as shown in FIG. 6. Each arrow mark can be considered as a sub-identification, and the information indicated by each arrow mark can be as shown in FIG. 6. Alternatively, one of the arrow marks can indicate the first relative position, and the other arrow mark can indicate the second relative position. Alternatively, the plurality of first sub-identifications can only indicate the second relative position. For example, the second identification part can include two arrow marks as shown in FIG. 6, and the two arrow marks can indicate that the sound source is located in the direction range indicated by the two arrow marks.
[0141] The first identification part includes at least one first sub-identification, and the first sub-identification can indicate the first relative position and / or the second relative position in the horizontal direction. For example, the first identification part can include a plurality of second sub-identifications. The first sub-identification located on the left or right of the second identification part can indicate the second relative position, and the first sub-identification located above or below the second identification part can indicate the first relative position. For example, the first sub-identification can be the footprint in the sound identification as shown in (1) of FIG. 10, and the first sub-identification can be the audio waveform in the sound identification as shown in (2) of FIG. 10. The second identification part can be the triangle in FIG. 10. The footprint and the audio waveform located on the left of the triangle can indicate that the sound source is located in the virtual scene outside the visual range of the left side of the controlled virtual character, which can also be referred to as the left side of the non-displayed scene part. The footprint and the audio waveform located above the triangle can indicate that the sound source is located above the controlled virtual character.
[0142] Alternatively, the first identification part can only include at least one first sub-identification indicating the first relative position, and the at least one sub-identification can be located above or below the second identification part.
[0143] The first identification part can also only include at least one second sub-identification indicating the second relative position. For example, the first sub-identification can be distributed around the second identification part. The distribution of the sub-identifications around the second identification part can indicate the second relative position of the sound source in the horizontal direction relative to the controlled virtual character. Each sub-identification can indicate a horizontal direction. The sound source is located in the virtual scene within the range of the directions indicated by the plurality of sub-identifications. Assuming that there are two sub-identifications, one sub-identification indicates the north direction of the controlled virtual character, and the other sub-identification indicates the west direction of the controlled virtual character. It can be indicated that the sound source is located in the northwest direction of the controlled virtual character, or that the sound source is located in the west direction of the controlled virtual character and the north direction is between 0-90°. The distribution of the two sub-identifications around the second identification part can be as shown in any of the sound identifiers in FIG. 10. The second identification part is a triangle in the figure. The direction of the straight arrow in FIG. 10(1) is the direction of the sub-identification. The range indicated by the curved arrow is the range in which the sound source is located. The direction indicated by the sub-identification can be indicated by the relative position of the sub-identification and the second identification part, or can be indicated by the directivity carried by the sub-identification itself. For example, as shown in FIG. 10(2), the amplitude can be used to indicate the direction.
[0144] Optionally, the distribution of the sub-identifications around the second identification part can indicate the approximate position of the sound source. The position of the sound source can be more accurately indicated in combination with the display style of the sub-identification. For example, in the sound identifier in FIG. 10, the distribution of the two sub-identifications can indicate that the sound source is located in the virtual scene between the north direction of the controlled virtual character and the west direction of the controlled virtual character and the north direction is between 0-90°. Further, the position of the sound source can be indicated to be more north or more west by the display style of the sub-identification. For example, the position of the sound source can be indicated to be more in the direction indicated by the sub-identification with lower transparency (i.e., more obvious display) by the transparency of the sub-identification. For example, the position of the sound source can be indicated to be more in the direction indicated by the sub-identification with darker, redder, or more vivid color by the color of the sub-identification. For example, the position of the sound source can be indicated to be more in the direction indicated by the sub-identification with larger size by the size of the sub-identification. Optionally, the greater the difference between the two sub-identifications, the greater the degree of deviation. For example, the two first sub-identifications are a first target sub-identification and a second target sub-identification. The transparency of the first target sub-identification is A. The transparency of the second target sub-identification is less than A. The smaller the transparency of the second target sub-identification, the more the position of the sound source deviates to the direction indicated by the second target sub-identification.
[0145] Optionally, for the sound source located in the virtual scene outside the field of view of the controlled virtual character, a sound identifier including a first identification part and a second identification part can be used to indicate the information of the sound source. For the sound source located in the field of view of the controlled virtual character, the corresponding sound identifier only includes one identification part. That is, in an embodiment, if the sound source is located in the virtual scene outside the field of view of the controlled virtual character, the sound identifier includes the first identification part and the second identification part.
[0146] Optionally, the first identification part and the second identification part can indicate the sound source associated information of the sound source in the manner as described above in relation to the first identification part and the second identification part, which will not be repeated here.
[0147] In an embodiment, the sub-identification can be an audio waveform, and the position of the sound source can be more inclined to the direction indicated by the audio waveform with larger amplitude and / or frequency.
[0148] For example, as shown in (2) of FIG. 10, the audio waveform indicating the north direction has a larger amplitude, and the audio waveform indicating the west direction has a smaller amplitude, indicating that the sound source is located in the northwest direction and is more inclined to the north direction.
[0149] For the case of only one sub-identification, the indication manner thereof can be based on the relative position of the sub-identification relative to the second identification part, which can be referred to the above description of the relative position of the first identification part relative to the second identification part, which will not be repeated here.
[0150] In an embodiment, the sound identification can be a part of the complete identification (i.e., the composite information identification) of the sound source, and the composite information identification can further include a position reference identification.
[0151] In addition to the above-mentioned embodiments in which the position reference identification in the composite information identification is used as the reference of the layer where the controlled virtual object is located, the composite information identification can also be displayed when the sound source emits a specified sound in the virtual scene, and the position reference identification in the composite information identification is used as the reference, and the relative position of the sound source and the controlled virtual character in the vertical direction is indicated by the relative position of the sound identification and the position reference identification.
[0152] That is, the position reference identification can be used as the reference of the layer where the controlled virtual object is located, that is, in an embodiment, the sound identification is a part of the composite information identification, and the composite information identification further includes the position reference identification, the first display area is aligned with the position reference identification in the horizontal direction, the upper display area is above the position reference identification, and the lower display area is below the position reference identification.
[0153] Therefore, the position relationship between the first display area, the upper display area, the lower display area, and the position reference identification can be that the horizontal position of the first display area on the game interface is flush with the horizontal position of the position reference identification, the upper display area is above the position reference identification, and the lower display area is below the position reference identification.
[0154] With the indicator or other interface elements on the game interface as the reference object, since the interface elements are fixedly displayed on the game interface, the display positions of the first display area, the upper display area and the lower display area on the game interface are absolute positions, and with the position reference mark as the reference object, the display positions of the first display area, the upper display area and the lower display area on the game interface are relative to the display position of the position reference mark and whether the display is related, so the display positions of the first display area, the upper display area and the lower display area on the game interface are relative positions.
[0155] Exemplarily, the position reference mark of the composite information mark and the positional relationship between each display area and the position reference mark can be as shown in FIG. 11.
[0156] Optionally, compared with the sound sources with different second relative positions of the controlled virtual character in the horizontal direction, the positional relationship between each display area and the position reference mark in the corresponding composite information mark is different. Exemplarily, for the sound source located in the left non-displayed virtual scene, the positional relationship between the position reference mark and each display area in the sound mark can be as shown in (1) of FIG. 11, for the sound source located in the right non-displayed virtual scene, the positional relationship between the position reference mark and each display area in the sound mark can be as shown in (3) of FIG. 11, and for the sound source located in the displayed virtual scene of the game interface, the positional relationship between the position reference mark and each display area in the sound mark can be as shown in (2) of FIG. 11.
[0157] The first relative position of the sound mark compared with the position reference mark can indicate the first relative position of the sound source and the controlled virtual object in the vertical direction, and the position reference mark can be used to indicate the second relative position of the sound source compared with the controlled virtual character in the horizontal direction, that is, in an embodiment, the position reference mark is used to indicate the second relative position of the sound source compared with the controlled virtual character in the horizontal direction.
[0158] For example, the second relative position of the sound source compared with the controlled virtual character in the horizontal direction can be indicated by the display position or display style of the position reference mark on the game interface. The display position of the position reference mark on the game interface indicates the second relative position of the sound source compared with the controlled virtual character in the horizontal direction, which can be referred to the above-mentioned embodiment related to the content of indicating the direction of the sound source by the display position of the sound mark. For example, taking FIG. 4 as an example, the position reference mark is displayed in part A of FIG. 4, indicating that the sound source is located in the left non-displayed virtual scene, is displayed in part C, indicating that the sound source is located in the right non-displayed virtual scene, and is displayed in part B, indicating that the sound source is located in the displayed virtual scene.
[0159] In addition, as shown in FIG. 12, the position reference identifier can be displayed on the line connecting the controlled virtual character and the sound source, and the line connecting the controlled virtual character and the sound source can be determined based on the position of the sound source and the position of the controlled virtual character. The composite information identifier in FIG. 12 can indicate that the sound source is located above the controlled virtual character and in the position indicated by the dashed arrow in the figure.
[0160] The second relative position of the sound source in the horizontal direction relative to the controlled virtual character can also be indicated by the display style of the position reference identifier. For details, reference can be made to the above embodiment in which the sound identifier includes a first identifier part and a second identifier part. The position reference identifier can correspond to the second identifier part, and the sound identifier can correspond to the first identifier part. The display mode and display style of the position reference identifier in this embodiment can refer to the description of the second identifier part, and the display mode and display style of the sound identifier can refer to the description of the first identifier part, which will not be repeated here.
[0161] Since the position reference identifier can be used as a reference for the layer in which the controlled virtual character is located, and can also indicate the second relative position of the sound source in the horizontal direction relative to the controlled virtual character, the same position reference identifier can be used for sound sources with the same second relative position. In an embodiment, the composite information identifier includes a sound identifier corresponding to each sound source with the same second relative position in the horizontal direction relative to the controlled virtual character. The sound sources with the same second relative position and different first relative positions are displayed in different display areas, and the sound sources with the same second relative position and the same first relative position are displayed in the same display area.
[0162] Since the first display area, the upper display area, and the lower display area are respectively used to display sound identifiers of sound sources with different first relative positions in the vertical direction relative to the controlled virtual character, the display areas of sound identifiers of sound sources with the same first relative position are the same, and the sound identifiers can be displayed at the same position or different positions in the same display area. If the sound identifiers are displayed at different positions, the distance between the sound identifiers and the position reference identifier can be used to indicate the distance between the sound source and the controlled virtual character. The display areas of sound identifiers of sound sources with different first relative positions are different.
[0163] The sound sources with the same second relative position in the horizontal direction relative to the controlled virtual character can include sound sources that emit the specified sound at the same time and / or sound sources that emit the specified sound until another sound source stops emitting the specified sound.
[0164] In an embodiment, the sound identifier includes an audio waveform, and the display style of the audio waveform indicates the sound source association information of the sound source.
[0165] The display style of the audio waveform can include shape, size, color, transparency, amplitude, vibration direction, etc.
[0166] For example, different shapes of the audio waveform can indicate different types of sound, different shapes of the audio waveform can refer to different smoothness of the waveform, some waveforms change rapidly in a short time, and the smoothness of the waveform is low. For example, two audio waveforms shown in FIG. 13 can indicate different types of sound, specifically, (1) in FIG. 13 can indicate the sound emitted by a firearm, and (2) in FIG. 13 can indicate the sound emitted by a projectile.
[0167] The color of the audio waveform can indicate different sound sources or different types of sound sources, such as firearms, projectiles, and virtual characters marked with different colored audio waveforms. It can also be that for two types of sound sources, virtual characters and virtual props, different colored audio waveforms are used for marking. For example, the audio waveform of the footsteps emitted by the virtual character can be white, and the audio waveform of the gunshots and explosions can be orange.
[0168] The amplitude of the audio waveform can indicate the distance and / or strength of the sound, such as for the same type of sound, the sound is stronger when it is close, and the sound is weaker when it is far away, so a large amplitude indicates that the sound source is close to the controlled virtual character, and a small amplitude indicates that the sound source is far away from the controlled virtual character. For example, two audio waveforms shown in FIG. 14 can indicate two sound sources with different distances. For different types of sound, the intensity of the sound emitted by the two at the same location is different, so the distance or strength can be indicated by the amplitude.
[0169] The transparency of the audio waveform can also indicate the distance and / or strength of the sound source, such as for the same type of sound, the sound is stronger when it is close, and the sound is weaker when it is far away, so a low transparency audio waveform can indicate that the sound source is close to the controlled virtual character, and a high transparency audio waveform can indicate that the sound source is far away from the controlled virtual character. For different types of sound, the intensity of the sound emitted by the two at the same location is different, so the distance or strength can be indicated by the transparency.
[0170] The vibration direction of the audio waveform can be used to indicate the first relative position of the sound source in the vertical direction compared to the controlled virtual character, the second relative position of the sound source in the horizontal direction compared to the controlled virtual character, etc. For example, the vibration direction upward can indicate that the sound source is located above the controlled virtual character; the vibration direction downward can indicate that the sound source is located below the controlled virtual character; the audio waveform vibrates upward and downward can indicate that the sound source is in the same layer as the controlled virtual character.
[0171] The vibration direction to the left can indicate that the sound source is located at the left side of the virtual scene not displayed; and the vibration direction to the right can indicate that the sound source is located at the right side of the virtual scene not displayed.
[0172] In an embodiment, the display state of the sound mark can be updated to indicate that the position information of the sound source in the virtual scene has changed, that is, in an embodiment, the information prompting method provided by the embodiment of the present disclosure can further include:
[0173] In response to the position information of the sound source in the virtual scene changing, the display state of the sound mark corresponding to the sound source is updated, and the display state includes at least one of a display position and a display style of the sound mark on the game interface.
[0174] For example, when the position information of the sound source in the virtual scene changes, the display position and the display style of the sound mark on the game interface can be determined according to the changed position information, and the sound mark is updated based on the display position and the display style.
[0175] In addition, an update animation of the sound mark can also be displayed, for example, if the display position of the sound mark changes, a moving animation of the sound mark moving to the changed display position can be displayed.
[0176] As can be seen from the above, by displaying the game interface, the content displayed by the game interface includes at least part of the virtual scene and the controlled virtual character in the virtual scene; the position information of the sound source emitting the specified sound in the virtual scene is obtained; the first relative position of the sound source in the vertical direction compared to the controlled virtual character is determined according to the position information and the current position of the controlled virtual character in the virtual scene; the sound mark of the sound source is displayed on the game interface based on the first relative position, wherein the sound mark of the sound source located at the same layer as the controlled virtual character is displayed in the first display area, and the sound mark of the sound source located at a different layer from the controlled virtual character is displayed in the second display area, and the display positions of the first display area and the second display area in the vertical direction are different, so that different display areas on the game interface can be realized to display the sound marks with different first relative positions of the sound source in the vertical direction to the controlled virtual character, so that the position relationship between the sound source and the controlled virtual character can be indicated by the display position of the sound mark on the game interface, and the player can know the position of the sound source through the display position of the sound mark, thereby improving the information recognition degree of the sound in the game scene, the player can accurately know the source of the sound, and can take timely measures, thereby improving the playability of the game and improving the game experience of the player.
[0177] Further, the sound source visualization can improve the reaction speed of the player to the sound, thereby reducing the number of deaths of the controlled virtual character controlled by the player, prolonging the duration of each game, and reducing the number of times the player restarts the game. The terminal does not need to respond to the death of the controlled virtual character frequently, and the response to the player restarting the game is reduced, the response frequency of the electronic device is reduced, the computing resources of the electronic device are saved, and the information prompting method is provided.
[0178] In order to better illustrate the information prompting method provided by the embodiments of the present disclosure, the following will be further described in detail on the basis of the above embodiments.
[0179] Based on the sound identifier, there are various ways to indicate the related information of the sound source, which are as follows:
[0180] I. The display position of the sound identifier corresponding to the sound source on the game interface indicates the first relative position of the sound source in the vertical direction compared to the controlled virtual character.
[0181] For example, the sound identifier displayed on the first display area and the second display area on the game interface can indicate the first relative position of the sound source in the vertical direction of the virtual scene compared to the controlled virtual character. If the sound source is in the same layer as the controlled virtual character in the vertical direction, the sound identifier of the sound source can be displayed in the first display area. If the sound source is not in the same layer as the controlled virtual character, for example, the controlled virtual character is on the first floor of a building, and the sound source is on the third floor or the fourth floor of the building, etc., the sound identifier of the sound source is displayed in the second display area.
[0182] In an embodiment, the first relative position of the sound source and the controlled virtual character in the vertical direction is divided into three types, which are above the controlled virtual character, in the same layer as the controlled virtual character, and below the controlled virtual character. Correspondingly, three display areas can be set, which are the first display area, the upper display area and the lower display area. Among them, the first display area is used to display the sound identifier of the sound source in the same layer as the controlled virtual character, the upper display area is used to display the sound identifier of the sound source above the controlled virtual character, and the lower display area is used to display the sound identifier of the sound source below the controlled virtual character.
[0183] Optionally, the positions of the first display area, the upper display area and the lower display area on the game interface can be determined based on the orientation indicator on the game interface as a reference. For example, the positions of the first display area, the upper display area and the lower display area on the game interface can be as shown in FIG. 3.
[0184] Based on this, the player can know the position of the sound source in the vertical direction through the position of the sound identifier on the game interface.
[0185] Optionally, the positions of the first display area, the upper display area and the lower display area on the game interface can be as shown in FIG. 11. The positions of the first display area, the upper display area and the lower display area on the game interface can be determined based on the position reference mark in the composite information mark as a reference. The positions of the first display area, the upper display area and the lower display area on the game interface can be as shown in FIG. 11.
[0186] II. The display position of the sound mark of the sound source on the game interface indicates the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
[0187] For example, the second relative position of the sound source in the horizontal direction compared to the controlled virtual character can be divided into being located in the displayed scene part of the game interface, being located in the left undisplayed scene part and being located in the right undisplayed scene part. The sound marks of the sound sources in different second relative positions in the horizontal direction compared to the controlled virtual character are displayed in different area parts of the display area. Corresponding to the three second relative positions, the display area can be divided into three parts, each part being used to display the sound mark of the sound source in one second relative position. For example, the display area can be divided into A, B and C parts as shown in FIG. 4. The A part can be used to display the sound mark of the sound source located in the left undisplayed scene part. The B part can be used to display the sound mark of the sound source located in the displayed scene part. The C part can be used to display the sound mark of the sound source located in the right undisplayed scene part.
[0188] In combination with the display area where the sound mark is located and the display position in the display area, the first relative position of the sound source in the vertical direction compared to the controlled virtual character and the second relative position of the sound source in the horizontal direction compared to the controlled virtual character can be indicated.
[0189] It is mentioned in the above indication method that the first display area, the upper display area and the lower display area can be referenced based on the direction indicator on the game interface or based on the position reference mark in the composite information mark.
[0190] Therefore, in another embodiment, the first display area, the upper display area and the lower display area can adopt different distribution manners for different sound sources in different second relative positions in the horizontal direction compared to the controlled virtual character.
[0191] For example, for a sound source located in the displayed scene part of the game interface, the positions of the first display area, the upper display area and the lower display area on the game interface can be as shown in FIG. 3. For a sound source located in the left non-displayed scene part of the game interface, the positions of the first display area, the upper display area and the lower display area on the game interface can be as shown in (3) of FIG. 11; for a sound source located in the right non-displayed scene part of the game interface, the positions of the first display area, the upper display area and the lower display area on the game interface can be as shown in (2) of FIG. 11.
[0192] In an embodiment, for a sound source located in the displayed scene part of the game interface, the specific position of the sound source in the horizontal direction compared with the controlled virtual character can be indicated based on the position indicator. For example, the position value of the sound source can be determined according to the position information, if the position value indicates that the sound source is located in the displayed scene part, the target position corresponding to the position value of the sound source is determined on the position indicator, and the sound identifier of the sound source is located on the vertical line where the target position is located.
[0193] For example, as shown in FIG. 4, for a sound source with a position value of 210, the display positions of the sound identifier of the sound source are position 1 and position 2 in FIG. 4, and whether the sound identifier is displayed on position 1 or position 2 depends on the first relative position of the sound source and the controlled virtual character in the vertical direction.
[0194] Optionally, if the sound source is located in the left non-displayed scene part of the game interface, the positions of the first display area, the upper display area and the lower display area on the game interface can be as shown in (3) of FIG. 11; if the sound source is located in the right non-displayed scene part of the game interface, the positions of the first display area, the upper display area and the lower display area on the game interface can be as shown in (2) of FIG. 11.
[0195] Optionally, the composite information identifier of the sound source located in the left non-displayed scene part can be displayed in the interface area left of the position indicator, and the composite information identifier of the sound source located in the right non-displayed scene part can be displayed in the interface area right of the position indicator, so as to indicate the second relative position of the sound source in the horizontal direction compared with the controlled virtual character through the display position of the composite information identifier; the sizes of the first display area and the second display area shown in FIG. 3 can be adjusted to be the same as the length of the indicator.
[0196] For a sound source located in the virtual scene outside the visual field range of the controlled virtual character, the position of the sound source can be indicated through the display position of the composite information identifier on the game interface, and the second relative position of the sound source in the horizontal direction compared with the controlled virtual character can be indicated through the display position of the composite information identifier, as shown in FIG. 12.
[0197] Three, the first relative position of the sound source in the vertical direction compared to the controlled virtual character is indicated by the display style of the mark.
[0198] For example, for a sound mark composed of one pattern (hereinafter referred to as a first sound mark for distinction), the first sound mark can be a mark carrying directional directivity, such as an arrow, a pointer, a triangle, an audio waveform, etc., wherein the vibration direction of the audio waveform can be used to indicate the first relative position, and the relationship between the display style of the first sound mark and the indicated first relative position can be as shown in Table 2 of FIG. 5.
[0199] For a sound mark composed of two or more patterns (hereinafter referred to as a second sound mark for distinction), the display style of the first mark part of the second sound mark can indicate the first relative position of the sound source in the vertical direction compared to the controlled virtual character. There are various ways for the first mark part to indicate the first relative position, such as indicating the first relative position of the sound source compared to the controlled virtual character by the first relative position of the first mark part in the vertical direction compared to the second mark part, which can be as shown in FIG. 7; or for example, the first mark part can be a mark carrying directional directivity, and the first relative position of the sound source compared to the controlled virtual character is indicated by the direction of the first mark part, and the relationship between the display style of the first mark part and the indicated first relative position can be as shown in Table 2 of FIG. 5; optionally, the first relative position of the sound source in the vertical direction can be indicated by both the directivity of the first mark part and the first relative position of the first mark part in the vertical direction compared to the second mark part.
[0200] For a composite information mark, the indication method is the same as that of the second sound mark, which will not be repeated here.
[0201] Four, the second relative position of the sound source in the horizontal direction compared to the controlled virtual character is indicated by the display style of the mark.
[0202] For the second sound mark, the display style of the second mark part can indicate the second relative position of the sound source in the horizontal direction compared with the controlled virtual character. The second mark part can indicate the relative position in various ways, for example, by the relative position of the second mark part in the vertical direction compared with the first mark part, the second relative position of the sound source in the horizontal direction compared with the controlled virtual character can be indicated, which can be specifically shown in FIG. 8; for another example, the second mark part can be a mark with a directional pointing, the second relative position of the sound source in the horizontal direction compared with the controlled virtual character can be indicated by the pointing of the second mark part, the display style of the second mark part and the second relative position of the sound source in the horizontal direction compared with the controlled virtual character can be specifically shown in Table 1 of FIG. 5; optionally, the relative position of the sound source in the vertical direction can be indicated by the pointing of the second mark part and the relative position of the first mark part in the vertical direction compared with the second mark part.
[0203] Optionally, for the sound source with different second relative position in the horizontal direction compared with the controlled virtual character, different marks can be used to indicate the sound source, for example, the sound source in the virtual scene within the visual field range of the controlled virtual character can be indicated by the first sound mark, and the sound source in the virtual scene outside the visual field range of the controlled virtual character can be indicated by the second sound mark or the composite information mark.
[0204] Five, the display style of the mark indicates other associated information of the sound source in addition to the position information.
[0205] For example, the display style of the mark can include shape, color, size, transparency, etc., and the other associated information of the sound source can include sound source type, sound type, sound strength, sound distance.
[0206] The sound source type can include virtual characters, virtual props, etc., the virtual characters can emit footstep sound, speaking sound, scream sound, etc., and the virtual props can emit corresponding sound effects such as explosion sound, gun sound, etc. when used.
[0207] The sound type can include the sound emitted by different sound sources and the different sounds emitted by the same sound source.
[0208] For example, the sound source type can be indicated by color, the colors of the marks (the first sound mark, the second sound mark, and the composite information mark) of different sound source types are different, the sound type can be indicated by the shape of the mark, the shapes of the marks corresponding to different sound types are different, for example, the footstep sound can be indicated by the mark with the “footprint” pattern, and the explosion sound of the virtual projectile can be indicated by the mark with the “projectile” pattern.
[0209] The size of the mark can indicate at least one of the sound strength and the sound distance, and the transparency of the mark can indicate at least one of the sound strength and the sound distance.
[0210] To better illustrate the information prompting method provided by the embodiments of the present disclosure, on the basis of the above embodiments, the following takes the sound source in the virtual scene within the visual field range of the controlled virtual role as an example, which is indicated by the first sound mark, the sound source in the virtual scene outside the visual field range of the controlled virtual role is indicated by the composite information, the first sound mark is an audio waveform, the sound mark in the composite information mark is an audio waveform, the white audio waveform indicates the footsteps of the enemy virtual role, the black audio waveform indicates the sound effect of the virtual prop controlled by the enemy virtual role (such as the sound of a weapon, the sound of an explosion, and the sound of a virtual weapon held by the enemy virtual role), the first relative position of the sound source in the vertical direction compared to the controlled virtual role includes being above the controlled virtual role, being at the same level as the controlled virtual role, and being below the controlled virtual role, and the second relative position of the sound source in the horizontal direction compared to the controlled virtual role includes being on the left side of the non-displayed virtual scene, being on the right side of the non-displayed virtual scene, and being at a specific direction in the displayed virtual scene, and a further detailed description is made.
[0211] The partial interface containing the direction indicator in the game interface is shown in FIG. 15, and the interface element 10050 in FIG. 15 is a direction indicator. The first sound marks a1, a2, and a3 in FIG. 15 are displayed on the direction indicator of the game interface, and indicate that the respective corresponding sound sources are at the same level as the controlled virtual role.
[0212] In addition, for the first sound mark, the vibration direction of the audio waveform can indicate the first relative position of the sound source and the controlled virtual role. The vibration directions of the first sound marks a1, a2, and a3 are upward and downward at the same time, indicating that the sound source is at the same level as the controlled virtual role.
[0213] In addition, the direction indicator is marked with a direction scale, and the positional relationship between the first sound marks a1, a2, and a3 and the direction scale can indicate the second relative position of the sound source in the horizontal direction compared to the controlled virtual role. For example, the first sound mark a1 indicates that the second relative position of the sound source in the horizontal direction compared to the controlled virtual role is between "South" and "195".
[0214] The first sound mark a1 is white, indicating that the sound source corresponding to the first sound mark is the footsteps of the enemy virtual role. The first sound marks a2 and a3 are black, indicating that the sound source corresponding to the first sound mark is the sound effect of the virtual prop controlled by the enemy virtual role.
[0215] The first sound identifier b1 in FIG. 15 is displayed above the orientation indicator of the game interface, indicating that the respective corresponding sound source is located above the controlled virtual character, and the first sound identifier b2 is displayed below the orientation indicator of the game interface, indicating that the respective corresponding sound source is located below the controlled virtual character. The first sound identifiers b1 and b2 are black, indicating that the sound source corresponding to the first sound identifier is the sound effect of the virtual prop controlled by the virtual character of the enemy side.
[0216] In addition, the orientation of the orientation indicator corresponding to the first sound identifier b1 is "south", indicating that the second relative position of the corresponding sound source to the controlled virtual character is in the positive south direction in the horizontal direction, and the first sound identifier b2 corresponds to an approximate orientation of "162" on the orientation indicator, and the sound source is located in the direction indicated by "162".
[0217] In addition, the vibration direction of the first sound identifier b1 is upward vibration, indicating that the sound source is located above the controlled virtual character, and the vibration direction of the first sound identifier b2 is downward vibration, indicating that the sound source is located below the controlled virtual character.
[0218] The composite information identifier c1 in FIG. 15 is displayed on the left side of the orientation indicator of the game interface, indicating that the sound source is located in the layer of the controlled virtual character, and the composite information identifier c2 in FIG. 15 is displayed on the right side of the orientation indicator of the game interface, indicating that the sound source is located in the layer of the controlled virtual character.
[0219] The sound source and the composite information identifier can be one-to-one correspondence, or one composite information identifier can indicate one or more sound sources.
[0220] For the case that one sound source corresponds to one composite information identifier, the composite information identifier can include two or three sound identifiers, wherein one sound identifier is located on the left or right side of the position reference identifier, used to indicate whether the sound source is located in the left or right part of the non-displayed scene, and the remaining sound identifiers are located above, below or above and below the position reference identifier, used to indicate whether the sound source is located above, below or in the same layer as the controlled virtual character.
[0221] As shown in FIG. 15, the composite information identifiers c1 and c2, the reference position identifier is an arrow, and the sound identifier is an audio waveform. The composite information identifier c1 in FIG. 15 has one audio waveform on the left side of the arrow, indicating that the sound source is located in the left part of the non-displayed scene, and another audio waveform is located above the arrow, indicating that the sound source is located above the controlled virtual character.
[0222] Similarly, the composite information identifier c2 in FIG. 15 has one audio waveform on the right side of the arrow, indicating that the sound source is located in the right part of the non-displayed scene, and another audio waveform is located above the arrow, indicating that the sound source is located above the controlled virtual character.
[0223] For the case that one composite information identifier indicates one and more than one sound source, each sound identifier of the composite information identifier indicates a sound source, and each sound identifier can indicate the position relationship of the sound source compared to the position of the controlled virtual character in the vertical direction compared to the first relative position of the position reference identifier,
[0224] As shown in the composite information identifiers c1 and c2 in FIG. 15, the reference position identifier is an arrow, and the sound identifier is an audio waveform. The composite information identifier c1 in FIG. 15 has one audio waveform in the same horizontal line as the arrow, indicating that there is one sound source in the virtual scene in the same layer as the controlled virtual character, and another audio waveform is above the arrow, indicating that there is another sound source in the virtual scene above the controlled virtual character.
[0225] Similarly, the composite information identifier c2 in FIG. 15 has one audio waveform on the right side of the arrow, in the same horizontal line as the arrow, indicating that there is one sound source in the virtual scene in the same layer as the controlled virtual character, and another audio waveform is above the arrow, indicating that there is another sound source in the virtual scene above the controlled virtual character.
[0226] The game interface containing the orientation indicator can be as shown in FIG. 16. The game interface can display at least part of the game scene and a plurality of controls. FIG. 16 is only an example of the interface elements on the game interface. The game interface can also include interface elements other than those shown in FIG. 16. The interface elements in the game interface shown in FIG. 16 are described in detail below.
[0227] 1001 represents a fire control, which is used to control the controlled virtual character to fire. 1002 represents a left scope control, which is used to control the controlled virtual character to scope at the left side of the virtual gun. 1003 represents a right scope control, which is used to control the controlled virtual character to scope at the right side of the virtual gun. 1004 represents a cancel throwing object control, which is used to cancel the throwing of a throwing object.
[0228] 1005a represents an operation point, 1005b represents a first control area, and 1005c represents a second control located at the periphery of the first control area. The first control area, the second control area, and the operation point can constitute a virtual joystick, which is used to control the speed of movement of the controlled virtual character. The player can control the target controlled virtual character to move at different speeds by dragging the operation point to the first control area and / or the second control area.
[0229] 1006 represents a medical material control for triggering the terminal device to display the medical material possessed by the controlled virtual character, 1007 represents a main weapon bar for displaying the main weapon of the controlled virtual character, 1008 represents a side weapon bar for displaying the side weapon of the controlled virtual character, 1009 represents a life bar for displaying the current life value of the controlled virtual character, and 10010 represents a throwing object control for controlling the controlled virtual character to throw a throwing object in the virtual scene.
[0230] 10011 represents a helmet control for indicating the helmet state of the controlled virtual character, such as wearing a helmet, the damage condition of the helmet, not wearing a helmet, etc., 10012 represents an armor control for indicating the armor state of the controlled virtual character, such as wearing armor, the damage condition of the armor, not wearing armor, etc., 10013 represents a hunger state control for indicating the water and energy state of the controlled virtual character, 10014 represents a detection prompt control for setting a detection prop, 10015 represents a shooting mode control for switching between an automatic shooting mode and a semi-automatic shooting mode, 10016 represents a melee weapon control for controlling a melee weapon, 10017 represents a pistol control for controlling a pistol, 10018 represents a reload control for controlling the controlled virtual character to reload bullets, and 10019 represents a crouch control for controlling the controlled virtual character to perform a crouch action.
[0231] 10020 represents a prone control for controlling the controlled virtual character to perform a prone action, 10021 represents a jump control for controlling the controlled virtual character to perform a jump action, 10022 represents a magnification switching control for switching the magnification of a scope, 10023 represents a sighting control for controlling the scope to aim, 10024 represents an external help control for seeking help from players and / or friends in the external lobby, 10025 represents a nearby help control for seeking help from players in the same lobby, 10026 represents an inspection control for inspecting a weapon, 10027 represents a setting control for setting the first control area and / or the second control area, 10028 represents a rescue control for rescuing other players, and 10029 represents a skill control for setting the duration of a skill.
[0232] 10030 represents a pet control control for releasing a pet of a controlled virtual character, 10031 represents a focus skill control for releasing a focus skill, 10032 represents a marker control for marking a position in a game scene, when the controlled virtual character is away from the marked position, the player can know the distance between the controlled virtual character and the marked position, 10033 represents a chat control for sending and receiving messages in a game session, 10033 represents a chat control for sending and receiving messages in a game session, 10034 represents a loudspeaker control for playing sound in a game session, 10035 represents a microphone control for collecting the sound of the player, 10036 represents a game setting control for setting related configurations in a game session, 10037 represents a motion control for controlling the related motion of the controlled virtual character, 10038 represents a flashlight for controlling the virtual controlled character to use a flashlight in the game scene, and 10039 represents a pickable resource.
[0233] 10040 represents a storm progress bar for indicating the progress of a storm invading a game scene.
[0234] 10050 represents a direction indicator for indicating the orientation of a controlled virtual character or the direction of a controlled virtual character from a preset position.
[0235] In order to facilitate better implementation of the information prompting method provided in the embodiments of the present disclosure, an information prompting device is also provided in an embodiment. The meanings of the nouns are the same as those in the above information prompting method, and the specific implementation details can be referred to the description in the method embodiment.
[0236] The information prompting device can be integrated in a computer device, as shown in FIG. 17, the information prompting device can include an interface display unit 301, a position acquisition unit 302, a position determination unit 303 and an identification display unit 304, and the details are as follows:
[0237] (1) The interface display unit 301 is configured to display a game interface, and the content displayed by the game interface includes at least part of a virtual scene and a controlled virtual character located in the virtual scene.
[0238] (2) The position acquisition unit 302 is configured to acquire the position information of a sound source emitting a specified sound in the virtual scene.
[0239] (3) The position determination unit 303 is configured to determine the first relative position of the sound source in the vertical direction compared to the controlled virtual character according to the position information and the current position of the controlled virtual character in the virtual scene.
[0240] (4) an identifier display unit 304 configured to display sound identifiers of the sound sources on the game interface based on the first relative position, wherein the sound identifiers of the sound sources at the same layer as the controlled virtual character are displayed in a first display area, and the sound identifiers of the sound sources at different layers from the controlled virtual character are displayed in a second display area, and the display positions of the first display area and the second display area in the vertical direction are different.
[0241] In an embodiment, the sound sources at different layers from the controlled virtual character include sound sources above and below the controlled virtual character, the second display area includes an upper display area and a lower display area, the upper display area is configured to display the sound identifiers of the sound sources above the controlled virtual character, and the lower display area is configured to display the sound identifiers of the sound sources below the controlled virtual character, the upper display area is displayed above the first display area, and the lower display area is displayed below the first display area.
[0242] In an embodiment, the game interface further includes a direction indicator, the first display area is located in a display area of the direction indicator, the upper display area is located above the direction indicator, and the lower display area is located below the direction indicator.
[0243] In an embodiment, the lower edges of the sound identifiers displayed in the upper display area are at the same horizontal position, and the upper edges of the sound identifiers displayed in the lower display area are at the same display position.
[0244] In an embodiment, the game interface further includes a direction indicator, the identifier display unit 304 includes:
[0245] a direction determination sub-unit configured to determine a second relative position of the sound sources in the horizontal direction relative to the controlled virtual character based on the position information;
[0246] a display sub-unit configured to display the sound identifiers on the game interface based on the direction indicator, the first relative position, and the second relative position, wherein the sound identifiers in the horizontal direction indicate the second relative position of the sound sources in the horizontal direction relative to the controlled virtual character relative to the relative position of the direction indicator.
[0247] In an embodiment, the sound identifiers of the sound sources in the virtual scene within the field of view of the controlled virtual character displayed on the game interface are displayed at positions corresponding to target direction values of the direction indicator, and the target direction values correspond to the second relative position.
[0248] In an embodiment, the sound source in the virtual scene outside the visual field range of the controlled virtual character, the sound mark is displayed on the left or right of the orientation indicator.
[0249] In an embodiment, the sound mark corresponding to the sound source includes a plurality of candidate display mark parts, the mark display unit 304 includes:
[0250] The selection sub-unit is configured to determine a target mark part from the plurality of candidate display mark parts of the sound mark according to the first relative position of the sound source and the controlled virtual character, wherein the target mark part corresponding to different first relative positions of the sound source is different;
[0251] The region determination sub-unit is configured to determine a target display region from the first display region and the second display region according to the first relative position;
[0252] The mark part display sub-unit is configured to display the target mark part of the sound mark in the target display region.
[0253] In an embodiment, the plurality of candidate display mark parts includes an upper half part and a lower half part, the upper half part corresponding to the sound source above the controlled virtual character, the lower half part corresponding to the sound source below the controlled virtual character, and the upper half part and the lower half part corresponding to the sound source in the same layer as the controlled virtual character.
[0254] In an embodiment, the sound mark includes a first mark part and a second mark part, each mark part included in the sound mark indicates sound source associated information of the sound source, and the sound source associated information includes at least one of the distance between the sound source and the controlled virtual character, the first relative position, the second relative position of the sound source in the horizontal direction compared to the controlled virtual character, the sound type, the sound source quantity, and the sound intensity.
[0255] In an embodiment, if the sound source is in the virtual scene outside the visual field range of the controlled virtual character, the sound mark includes the first mark part and the second mark part.
[0256] In an embodiment, the relative position of the first mark part and the second mark part indicates the first relative position of the sound source in the vertical direction compared to the controlled virtual character, or the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
[0257] In an embodiment, the display style of the first identification part indicates a first relative position of the sound source and the controlled virtual character in a vertical direction, and / or the display style of the second identification part indicates a second relative position of the sound source compared to the controlled virtual character in a horizontal direction.
[0258] In an embodiment, the first identification part includes a plurality of first sub-identifications, and / or the second identification includes a plurality of second sub-identifications.
[0259] The first sub-identification indicates a relative position of the sound source compared to the controlled virtual character in a vertical and / or horizontal direction.
[0260] And / or the second sub-identification indicates a relative position of the sound source compared to the controlled virtual character in a vertical and / or horizontal direction.
[0261] In an embodiment, the sound identification is part of a composite information identification, the composite information identification further includes a position reference identification, the first display area is aligned with the position reference identification in a horizontal direction, the upper display area is above the position reference identification, and the lower display area is below the position reference identification.
[0262] In an embodiment, the position reference identification is used to indicate a second relative position of the sound source compared to the controlled virtual character in a horizontal direction.
[0263] In an embodiment, the composite information identification includes a sound identification corresponding to each sound source with the same second relative position, wherein sound sources with the same second relative position and different first relative positions are displayed in different display areas, and sound sources with the same second relative position and the same first relative position are displayed in the same display area.
[0264] In an embodiment, the sound identification includes a sound waveform, and the display style of the sound waveform indicates sound source associated information of the sound source.
[0265] In an embodiment, the information prompting device further includes:
[0266] A state updating unit configured to perform updating of a display state of the sound identification corresponding to the sound source in response to a change in position information of the sound source in the virtual scene, the display state including at least one of a display position and a display style of the sound identification on the game interface.
[0267] As can be seen, in the information prompting apparatus in the embodiments of the present disclosure, the game interface is displayed by the interface display unit 301, and the content displayed by the game interface at least includes part of the virtual scene and the controlled virtual character located in the virtual scene; the position acquisition unit 302 acquires the position information of the sound source emitting the specified sound in the virtual scene; the position determination unit 303 determines the first relative position of the sound source in the vertical direction compared with the controlled virtual character according to the position information and the current position of the controlled virtual character in the virtual scene; and the mark display unit 304 displays the sound mark of the sound source on the game interface based on the first relative position, wherein the sound mark of the sound source located in the same layer as the controlled virtual character is displayed in the first display area, and the sound mark of the sound source located in the different layer from the controlled virtual character is displayed in the second display area, and the display positions of the first display area and the second display area in the vertical direction are different, so that the sound marks with different first relative positions of the controlled virtual character in the vertical direction can be displayed in different display areas on the game interface, thereby indicating the positional relationship between the sound source and the controlled virtual character through the display position of the sound mark on the game interface, and the player can know the position of the sound source through the display position of the sound mark, thereby improving the information recognition degree of the sound in the game scene, and the player can accurately know the source of the sound to make corresponding measures in time, thereby improving the playability of the game and improving the game experience of the player.
[0268] In addition, the sound source visualization can improve the reaction speed of the player to the sound, thereby reducing the death times of the controlled virtual character controlled by the player, the controlled virtual character can be prolonged in each game, the duration of the game, and the number of times of restarting the game by the player is reduced, the terminal does not need to respond to the death event of the controlled virtual character frequently, and the response of the player to restart the game is reduced, the response frequency of the electronic device is reduced, the computing resources of the electronic device are saved, and the sound source visualization can improve the reaction speed of the player to the sound, thereby reducing the death times of the controlled virtual character controlled by the player, the controlled virtual character can be prolonged in each game, the duration of the game, and the number of times of restarting the game by the player is reduced, the terminal does not need to respond to the death event of the controlled virtual character frequently, and the response of the player to restart the game is reduced, the response frequency of the electronic device is reduced, the computing resources of the electronic device are saved.
[0269] Correspondingly, the embodiments of the present disclosure also provide a computer device, which can be a terminal. As shown in FIG. 18, FIG. 18 is a structural schematic diagram of a computer device provided by the embodiments of the present disclosure. The computer device 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer readable storage media, and a computer program stored in the memory 502 and executable on the processor. The processor 501 is electrically connected with the memory 502. Those skilled in the art can understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and can include more or fewer components than shown in the figure, or combine certain components, or different component arrangements.
[0270] The processor 501 is the control center of the computer device 500, connects all parts of the computer device 500 through various interfaces and lines, executes various functions of the computer device 500 and processes data by running or loading software programs and / or modules stored in the memory 502 and calling data stored in the memory 502, thereby overall monitoring the computer device 500.
[0271] In the embodiments of the present disclosure, the processor 501 in the computer device 500 loads the instructions corresponding to the processes of one or more application programs into the memory 502, and runs the application programs stored in the memory 502 by the processor 501, so as to realize various functions according to the following steps:
[0272] displaying a game interface, wherein the game interface displays at least part of a virtual scene and a controlled virtual character located in the virtual scene;
[0273] obtaining position information of a sound source emitting a specified sound in the virtual scene;
[0274] determining a first relative position of the sound source in a vertical direction compared with the controlled virtual character according to the position information and a current position of the controlled virtual character in the virtual scene;
[0275] displaying a sound identifier of the sound source on the game interface based on the first relative position, wherein the sound identifier of the sound source located in the same layer as the controlled virtual character is displayed in a first display area, and the sound identifier of the sound source located in a different layer from the controlled virtual character is displayed in a second display area, and the display positions of the first display area and the second display area in the vertical direction are different.
[0276] In an embodiment, based on the foregoing scheme, the sound source and the controlled virtual character located in different layers include the sound source located in an upper layer and a lower layer of the controlled virtual character, the second display area includes an upper display area and a lower display area, the upper display area is used to display the sound identifier of the sound source located in the upper layer of the controlled virtual character, and the lower display area is used to display the sound identifier of the sound source located in the lower layer of the controlled virtual character, the upper display area is displayed above the first display area, and the lower display area is displayed below the first display area.
[0277] In an embodiment, based on the foregoing scheme, the game interface further includes a direction indicator, the first display area is located in a display area of the direction indicator, the upper display area is located above the direction indicator, and the lower display area is located below the direction indicator.
[0278] In an embodiment, based on the foregoing scheme, the horizontal positions of the lower edges of the sound identifiers displayed in the upper display area are the same, and the display positions of the upper edges of the sound identifiers displayed in the lower display area are the same.
[0279] In an embodiment, based on the foregoing scheme, the game interface further comprises a direction indicator, and the sound mark of the sound source is displayed on the game interface based on the first relative position, which can be achieved by the following steps: determining a second relative position of the sound source in the horizontal direction compared to the controlled virtual character according to the position information; and displaying the sound mark on the game interface based on the direction indicator, the first relative position and the second relative position, wherein the sound mark indicates the second relative position of the sound source in the horizontal direction compared to the controlled virtual character in the horizontal direction compared to the relative position of the direction indicator.
[0280] In an embodiment, based on the foregoing scheme, the sound mark of the sound source in the virtual scene within the visual field range of the controlled virtual character displayed on the game interface is displayed at a position corresponding to a target direction value of the direction indicator, and the target direction value corresponds to the second relative position.
[0281] In an embodiment, based on the foregoing scheme, the sound mark of the sound source in the virtual scene outside the visual field range of the controlled virtual character is displayed on the left or right of the direction indicator.
[0282] In an embodiment, based on the foregoing scheme, the sound mark corresponding to the sound source comprises a plurality of candidate display mark parts, and the sound mark of the sound source is displayed on the game interface based on the first relative position, which can be achieved by the following steps: determining a target mark part from the plurality of candidate display mark parts of the sound mark according to the first relative position of the sound source and the controlled virtual character, wherein the target mark part corresponding to the sound source is different for different first relative positions; determining a target display area from the first display area and the second display area according to the first relative position; and displaying the target mark part of the sound mark in the target display area.
[0283] In an embodiment, based on the foregoing scheme, the plurality of candidate display mark parts comprises an upper half part and a lower half part, the upper half part corresponding to the sound source above the controlled virtual character, the lower half part corresponding to the sound source below the controlled virtual character, and the upper half part and the lower half part corresponding to the sound source in the same layer as the controlled virtual character.
[0284] In an embodiment, based on the foregoing scheme, the sound mark comprises a first mark part and a second mark part, and each mark part of the sound mark indicates sound source associated information of the sound source, wherein the sound source associated information comprises at least one of the distance between the sound source and the controlled virtual character, the first relative position, the second relative position of the sound source in the horizontal direction compared to the controlled virtual character, the sound type, the number of sound sources, and the sound intensity.
[0285] In an embodiment, based on the foregoing scheme, if the sound source is in the virtual scene outside the visual field range of the controlled virtual character, the sound mark comprises a first mark part and a second mark part.
[0286] In an embodiment, based on the foregoing scheme, the relative position of the first identification part and the second identification part indicates the first relative position of the sound source in the vertical direction compared to the controlled virtual character, or the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
[0287] In an embodiment, based on the foregoing scheme, the display style of the first identification part indicates the first relative position of the sound source in the vertical direction compared to the controlled virtual character, and / or the display style of the second identification part indicates the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
[0288] In an embodiment, based on the foregoing scheme, the first identification part includes a plurality of first sub-identifications, and / or the second identification includes a plurality of second sub-identifications; the first sub-identification indicates the relative position of the sound source in the vertical and / or horizontal direction compared to the controlled virtual character; and / or the second sub-identification indicates the relative position of the sound source in the vertical and / or horizontal direction compared to the controlled virtual character.
[0289] In an embodiment, based on the foregoing scheme, the sound identification is part of a composite information identification, the composite information identification further includes a position reference identification, the first display area is aligned with the position reference identification in the horizontal direction, the upper display area is above the position reference identification, and the lower display area is below the position reference identification.
[0290] In an embodiment, based on the foregoing scheme, the position reference identification is used to indicate the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
[0291] In an embodiment, based on the foregoing scheme, each sound identification corresponding to a sound source with the same second relative position is included in the composite information identification, wherein sound sources with the same second relative position and different first relative positions are displayed in different display areas, and sound sources with the same second relative position and the same first relative position are displayed in the same display area.
[0292] In an embodiment, based on the foregoing scheme, the sound identification includes a sound waveform, and the display style of the sound waveform indicates the sound source associated information of the sound source.
[0293] In an embodiment, based on the foregoing scheme, the following step can also be performed: in response to the position information of the sound source in the virtual scene changing, updating the display state of the sound identification corresponding to the sound source, the display state including at least one of the display position and the display style of the sound identification on the game interface.
[0294] As can be seen, the embodiments of the present disclosure display different sound identifiers corresponding to the first relative position of the controlled virtual character in the vertical direction in different display areas on the game interface, so as to indicate the positional relationship between the sound source and the controlled virtual character through the display position of the sound identifier on the game interface. The player can know the position of the sound source through the display position of the sound identifier, improve the information recognition degree of the sound in the game scene, and accurately know the source of the sound to take timely response measures, thereby improving the playability of the game and improving the game experience of the player.
[0295] In addition, the embodiments of the present disclosure can improve the reaction speed of the player to the sound through sound source visualization, thereby reducing the number of deaths of the controlled virtual character controlled by the player, prolonging the duration of each game, reducing the number of times of restarting the game by the player, and reducing the response frequency of the electronic device to the death of the controlled virtual character and the response of the electronic device to the player restarting the game, thereby saving the computing resources of the electronic device.
[0296] The specific implementation of each operation can refer to the foregoing embodiments, which will not be described here.
[0297] Optionally, as shown in FIG. 18, the computer device 500 further includes a touch display screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected with the touch display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507, respectively. Those skilled in the art can understand that the structure of the computer device shown in FIG. 18 does not constitute a limitation on the computer device, and can include more or fewer components than the illustration, or combine certain components, or different component arrangements.
[0298] The touch display screen 503 can be used to display a graphical user interface and receive operation instructions generated by user acting on the graphical user interface. The touch display screen 503 can include a display panel and a touch panel. The display panel can be used to display information input by the user or provided to the user and various graphical user interfaces of the computer device, which can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED) or the like. The touch panel can be used to collect touch operations (such as operations of the user using a finger, a stylus or any suitable object or accessory on or near the touch panel) of the user thereon or therearound, and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts of a touch detection device and a touch controller. The touch detection device detects the touch position of the user and detects signals generated by the touch operation, and transmits the signals to the touch controller; the touch controller receives the touch information from the touch detection device, and converts it into touch coordinates, and then sends it to the processor 501, and can also receive commands from the processor 501 and execute them. The touch panel can cover the display panel, and when the touch panel detects a touch operation thereon or therearound, it transmits to the processor 501 to determine the type of the touch event, and then the processor 501 provides corresponding visual output on the display panel according to the type of the touch event. In the embodiments of the present disclosure, the touch panel and the display panel can be integrated into the touch display screen 503 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can realize input and output functions as two independent components. That is, the touch display screen 503 can also realize input functions as part of the input unit 506.
[0299] The radio frequency circuit 504 can be used to transceive radio frequency signals to establish wireless communication with network devices or other computer devices, and transceive signals between network devices or other computer devices.
[0300] The audio circuit 505 can be used to provide an audio interface between the user and the computer device through the speaker and the microphone. The audio circuit 505 can convert the received audio data into an electrical signal and transmit it to the speaker, which converts it into a sound signal output. On the other hand, the microphone collects sound signals and converts them into electrical signals, which are received by the audio circuit 505 and converted into audio data. After the audio data is output by the processor 501, it is processed by the radio frequency circuit 504 to send to another computer device, for example, or output to the memory 502 for further processing. The audio circuit 505 can also include an earphone jack to provide communication between an external earphone and the computer device.
[0301] The input unit 506 can be configured to receive input of numbers, character information, or user feature information (e.g., fingerprint, iris, face information, etc.), and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function controls.
[0302] The power supply 507 is configured to supply power to various components of the computer device 500. Optionally, the power supply 507 can be logically connected to the processor 501 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 507 can also include one or more direct current or alternating current power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and any other components.
[0303] Although not shown in FIG. 18, the computer device 500 can also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, and the like, which are not described herein again.
[0304] In the above embodiments, the description of each embodiment has its own focus, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.
[0305] Those of ordinary skill in the art can understand that all or part of the steps of various methods in the above embodiments can be completed by an instruction, or by controlling relevant hardware by the instruction, which can be stored in a computer readable storage medium and loaded and executed by a processor.
[0306] To this end, the embodiments of the present disclosure provide a computer readable storage medium, which stores a plurality of computer programs capable of being loaded by a processor to execute steps in any information prompting method provided by the embodiments of the present disclosure. For example, the computer program can execute the following steps:
[0307] displaying a game interface, content displayed by the game interface at least including a partial virtual scene and a controlled virtual character located in the virtual scene;
[0308] obtaining position information of a sound source emitting a specified sound in the virtual scene;
[0309] determining a first relative position of the sound source in a vertical direction compared to the controlled virtual character according to the position information and a current position of the controlled virtual character in the virtual scene;
[0310] The sound mark of the sound source is displayed on the game interface based on the first relative position, wherein the sound mark of the sound source located at the same layer as the controlled virtual character is displayed on the first display area, and the sound mark of the sound source located at a different layer from the controlled virtual character is displayed on the second display area, and the display positions of the first display area and the second display area in the vertical direction are different.
[0311] In an embodiment, based on the foregoing scheme, the sound source located at a different layer from the controlled virtual character includes the sound source located above and below the controlled virtual character, and the second display area includes an upper display area and a lower display area, the upper display area is used to display the sound mark of the sound source located above the controlled virtual character, and the lower display area is used to display the sound mark of the sound source located below the controlled virtual character, the upper display area is displayed above the first display area, and the lower display area is displayed below the first display area.
[0312] In an embodiment, based on the foregoing scheme, the game interface further includes a direction indicator, the first display area is located in the display area of the direction indicator, the upper display area is located above the direction indicator, and the lower display area is located below the direction indicator.
[0313] In an embodiment, based on the foregoing scheme, the horizontal positions of the lower edges of the sound marks displayed in the upper display area are the same, and the display positions of the upper edges of the sound marks displayed in the lower display area are the same.
[0314] In an embodiment, based on the foregoing scheme, the game interface further includes a direction indicator, and the sound mark of the sound source is displayed on the game interface based on the first relative position, which can be achieved by the following steps: determining a second relative position of the sound source in the horizontal direction compared with the controlled virtual character according to the position information; and displaying the sound mark on the game interface based on the direction indicator, the first relative position, and the second relative position, wherein the sound mark in the horizontal direction indicates the second relative position of the sound source in the horizontal direction compared with the controlled virtual character relative to the relative position of the direction indicator.
[0315] In an embodiment, based on the foregoing scheme, the sound mark of the sound source in the virtual scene within the field of view of the controlled virtual character displayed on the game interface is displayed on the position corresponding to the target direction value of the direction indicator, and the target direction value corresponds to the second relative position.
[0316] In an embodiment, based on the foregoing scheme, the sound mark of the sound source in the virtual scene outside the field of view of the controlled virtual character is displayed on the left or right side of the direction indicator.
[0317] In an embodiment, based on the foregoing scheme, the sound identifier corresponding to the sound source comprises a plurality of candidate display identifier parts, and the sound identifier of the sound source is displayed on the game interface based on the first relative position, which can be achieved by the following steps: determining a target identifier part from the plurality of candidate display identifier parts of the sound identifier according to the first relative position between the sound source and the controlled virtual character, wherein the target identifier part corresponding to the sound source is different for different first relative positions; determining a target display area from the first display area and the second display area according to the first relative position; and displaying the target identifier part of the sound identifier in the target display area.
[0318] In an embodiment, based on the foregoing scheme, the plurality of candidate display identifier parts comprises an upper part and a lower part, the upper part corresponding to the sound source located above the controlled virtual character, the lower part corresponding to the sound source located below the controlled virtual character, and the upper part and the lower part corresponding to the sound source located at the same level as the controlled virtual character.
[0319] In an embodiment, based on the foregoing scheme, the sound identifier comprises a first identifier part and a second identifier part, and each identifier part of the sound identifier indicates sound source associated information of the sound source, wherein the sound source associated information comprises at least one of the distance between the sound source and the controlled virtual character, the first relative position, the second relative position of the sound source in the horizontal direction compared to the controlled virtual character, the sound type, the number of sound sources, and the sound intensity.
[0320] In an embodiment, based on the foregoing scheme, if the sound source is located in the virtual scene outside the field of view of the controlled virtual character, the sound identifier comprises a first identifier part and a second identifier part.
[0321] In an embodiment, based on the foregoing scheme, the relative position of the first identifier part and the second identifier part indicates the first relative position of the sound source in the vertical direction compared to the controlled virtual character, or the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
[0322] In an embodiment, based on the foregoing scheme, the display style of the first identifier part indicates the first relative position of the sound source in the vertical direction compared to the controlled virtual character, and / or the display style of the second identifier part indicates the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
[0323] In an embodiment, based on the foregoing scheme, the first identifier part comprises a plurality of first sub-identifiers, and / or the second identifier part comprises a plurality of second sub-identifiers; the first sub-identifier indicates the relative position of the sound source in the vertical and / or horizontal direction compared to the controlled virtual character; and / or the second sub-identifier indicates the relative position of the sound source in the vertical and / or horizontal direction compared to the controlled virtual character.
[0324] In an embodiment, based on the foregoing scheme, the sound identifier is part of a composite information identifier, the composite information identifier further comprises a position reference identifier, the first display area is aligned with the position reference identifier in a horizontal direction, the upper display area is above the position reference identifier, and the lower display area is below the position reference identifier.
[0325] In an embodiment, based on the foregoing scheme, the position reference identifier is used to indicate a second relative position of the sound source in the horizontal direction relative to the controlled virtual character.
[0326] In an embodiment, based on the foregoing scheme, each sound identifier of a sound source with the same second relative position is included in the composite information identifier, wherein the sound sources with the same second relative position and different first relative positions are displayed in different display areas, and the sound sources with the same second relative position and the same first relative position are displayed in the same display area.
[0327] In an embodiment, based on the foregoing scheme, the sound identifier comprises a sound waveform, and a display style of the sound waveform indicates sound source associated information of the sound source.
[0328] In an embodiment, based on the foregoing scheme, the following step can be further performed: in response to a change in position information of the sound source in the virtual scene, updating a display state of the sound identifier corresponding to the sound source, the display state comprising at least one of a display position of the sound identifier on the game interface and a display style.
[0329] As can be seen from the above, the embodiments of the present disclosure achieve the position relationship between the sound source and the controlled virtual character by the display position of the sound identifier on the game interface by displaying the sound identifiers with different first relative positions in the vertical direction of the controlled virtual character in different display areas on the game interface, so that the player can know the position of the sound source through the display position of the sound identifier, improve the information recognition degree of the sound in the game scene, and accurately know the source of the sound to take timely measures, thereby improving the playability of the game and improving the game experience of the player.
[0330] Moreover, the embodiments of the present disclosure can improve the reaction speed of the player to the sound through the visualization of the sound source, thereby reducing the number of deaths of the controlled virtual character controlled by the player, prolonging the duration of each game, reducing the number of times that the player reopens the game, and reducing the response frequency of the electronic device, thereby saving the computing resources of the electronic device.
[0331] The specific implementation of each operation can be referred to the foregoing embodiments, which will not be described here.
[0332] The storage medium can include a read-only memory (ROM), a random access memory (RAM), a magnetic disk, an optical disk, or the like.
[0333] The above describes in detail the information prompting method, device, computer device and computer storage medium provided by the embodiments of the present disclosure. The principles and implementation manners of the present disclosure are described by using specific examples. The above description of the embodiments is only used to help understand the method and core idea of the present disclosure. Meanwhile, for those skilled in the art, the specific implementation manners and application ranges can be changed according to the idea of the present disclosure. In summary, the content of the present description should not be understood as a limitation of the present disclosure.
Claims
1. An information prompting method, comprising: displaying a game interface, the game interface displaying at least a partial virtual scene and a controlled virtual character in the virtual scene; obtaining position information of a sound source emitting a specified sound in the virtual scene; determining a first relative position of the sound source in a vertical direction compared to the controlled virtual character according to the position information and a current position of the controlled virtual character in the virtual scene; displaying a sound mark of the sound source on the game interface based on the first relative position, wherein a sound mark of a sound source at a same layer as the controlled virtual character is displayed in a first display area, and a sound mark of a sound source at a different layer from the controlled virtual character is displayed in a second display area, the first display area and the second display area being different in vertical display position.
2. The method of claim 1, wherein, The sound source at a different layer from the controlled virtual character includes the sound source being above and below the controlled virtual character, the second display area includes an upper display area and a lower display area, the upper display area is used to display a sound mark of a sound source above the controlled virtual character, and the lower display area is used to display a sound mark of a sound source below the controlled virtual character, the upper display area being displayed above the first display area, and the lower display area being displayed below the first display area.
3. The method of claim 2, wherein, The game interface further includes a direction indicator, the first display area is located in a display area of the direction indicator, the upper display area is located above the direction indicator, and the lower display area is located below the direction indicator.
4. The method of claim 3, wherein, Lower edges of each sound mark displayed in the upper display area are at the same horizontal position, and upper edges of each sound mark displayed in the lower display area are at the same display position.
5. The method of claim 1, wherein, The game interface further includes a direction indicator, and displaying the sound mark of the sound source on the game interface based on the first relative position includes: determining a second relative position of the sound source in a horizontal direction compared to the controlled virtual character according to the position information; displaying the sound mark on the game interface based on the direction indicator, the first relative position, and the second relative position, the sound mark in the horizontal direction indicating the second relative position of the sound source in the horizontal direction compared to the controlled virtual character relative to a relative position of the direction indicator.
6. The method of claim 5, wherein, A sound source in the virtual scene within a field of view of the controlled virtual character displayed on the game interface, the sound mark being displayed at a position corresponding to a target direction value of the direction indicator, the target direction value corresponding to the second relative position.
7. The method of claim 5, wherein, A sound source in the virtual scene outside the field of view of the controlled virtual character, the sound mark being displayed on a left side or a right side of the direction indicator.
8. The method of claim 1, wherein, The sound mark corresponding to the sound source includes a plurality of candidate display mark parts, and displaying the sound mark of the sound source on the game interface based on the first relative position includes: According to the first relative position, a target display area is determined from the first display area and the second display area; According to the first relative position, a target display area is determined from the first display area and the second display area; The target display area displays the target identification part of the sound identification.
9. The method of claim 7, wherein, The multiple candidate display identification parts include an upper half and a lower half, the upper half corresponds to a sound source above the controlled virtual character, the lower half corresponds to a sound source below the controlled virtual character, and the upper half and the lower half correspond to a sound source in the same layer as the controlled virtual character.
10. The method of claim 1, wherein, The sound identification includes a first identification part and a second identification part, each identification part included in the sound identification indicates sound source associated information of the sound source, the sound source associated information includes at least one of the distance between the sound source and the controlled virtual character, the first relative position, the second relative position of the sound source in the horizontal direction compared to the controlled virtual character, the sound type, the sound source quantity, and the sound intensity.
11. The method of claim 10, wherein, If the sound source is located in a virtual scene outside the visual field range of the controlled virtual character, the sound identification includes the first identification part and the second identification part.
12. The method of claim 10, wherein, The relative position of the first identification part and the second identification part indicates the first relative position of the sound source in the vertical direction compared to the controlled virtual character, or the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
13. The method of claim 10, wherein, The display style of the first identification part indicates the first relative position of the sound source in the vertical direction compared to the controlled virtual character, and / or the display style of the second identification part indicates the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
14. The method of claim 10, wherein, The first identification part includes a plurality of first sub-identifications, and / or the second identification includes a plurality of second sub-identifications; The first sub-identification indicates the relative position of the sound source in the vertical and / or horizontal direction compared to the controlled virtual character; And / or the second sub-identification indicates the relative position of the sound source in the vertical and / or horizontal direction compared to the controlled virtual character.
15. The method of claim 1, wherein, The sound identification is part of a composite information identification, the composite information identification further includes a position reference identification, the first display area is aligned with the position reference identification in the horizontal direction, the upper display area is above the position reference identification, and the lower display area is below the position reference identification.
16. The method of claim 15, wherein, The position reference identification is used to indicate the second relative position of the sound source in the horizontal direction compared to the controlled virtual character.
17. The method of claim 16, wherein, Each sound identification corresponding to a sound source with the same second relative position is included in the composite information identification, wherein sound sources with the same second relative position and different first relative positions are displayed in different display areas, and sound sources with the same second relative position and the same first relative position are displayed in the same display area.
18. The method of claim 1, wherein, The sound identifier includes a sound waveform, and a display style of the sound waveform indicates sound source-related information of the sound source.
19. The method of any one of claims 1-18, wherein, The method further includes: In response to a change in the position information of the sound source in the virtual scene, updating a display state of the sound identifier corresponding to the sound source, the display state including at least one of a display position and a display style of the sound identifier on the game interface. 20.An information prompting apparatus, comprising: an interface display unit configured to perform display of a game interface, the game interface displaying content including at least a partial virtual scene and a controlled virtual character located in the virtual scene; a position acquisition unit configured to perform acquisition of position information of a sound source emitting a specified sound in the virtual scene; a position determination unit configured to perform determination of a first relative position of the sound source in a vertical direction relative to the controlled virtual character according to the position information and a current position of the controlled virtual character in the virtual scene; an identifier display unit configured to perform display of a sound identifier of the sound source on the game interface based on the first relative position, wherein a sound identifier of a sound source located at a same layer as the controlled virtual character is displayed in a first display region, and a sound identifier of a sound source located at a different layer from the controlled virtual character is displayed in a second display region, the first display region and the second display region having different display positions in the vertical direction. 21.A computer device, comprising a memory and a processor; the memory stores a computer program, and the processor is configured to execute the computer program in the memory to perform the information prompting method according to any one of claims 1 to 19. 22.A computer readable storage medium, configured to store a computer program, the computer program being loaded by a processor to perform the information prompting method according to any one of claims 1 to 19.