Voice interaction processing method and apparatus, and device, computer-readable storage medium and computer program product
By creating group sessions only within qualified virtual teams during game matches, the high cost of creating virtual voice rooms is solved, thus optimizing resource utilization and improving game services.
Patent Information
- Application Number
- PCT/CN2025/090630
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-06-28
- Filing Date
- 2025-04-23
- Publication Date
- 2026-01-02
AI Technical Summary
In existing technologies, the creation of virtual voice rooms is costly and consumes a lot of computing and network bandwidth resources, affecting the response speed of game services and the quality of voice transmission. In particular, when there are multiple voice combinations in a game, multiple virtual voice rooms need to be created until the game ends.
During a game, a group session is created only when the virtual team meets the conditions for creating a group session. The conditions for creation are determined by obtaining team information and terminal audio component status in the virtual scene, and only group sessions that meet the conditions are created.
It reduced the number of group sessions created and the costs of operation and maintenance, reduced the consumption of computing resources and network bandwidth, and improved the response speed of game services and the quality of voice transmission.
Smart Images

Figure CN2025090630_02012026_PF_FP_ABST
Abstract
Description
Voice interaction processing method, device, equipment, computer readable storage medium and computer program product
[0001] Cross-reference of related applications
[0002] The present application is based on the Chinese patent application No. 202410864781.2, filed on June 28, 2024, and claims priority to the above Chinese patent application, the entire contents of which are hereby incorporated by reference into the present application. TECHNICAL FIELD
[0003] The present application relates to the field of multimedia technology, in particular to a voice interaction processing method, device, equipment, computer readable storage medium and computer program product. BACKGROUND
[0004] Virtual voice room generally refers to a voice communication function implemented in a game or on a game social media platform, which allows players to communicate in real time in a virtual space. Such a room can be real-time or pre-set for game team members to join at a specific time. Virtual voice rooms have the functions of real-time communication, social interaction, team collaboration, etc. Virtual voice rooms play an important role in promoting communication among game team members, improving game experience and building game communities in the game field. With the development of technology, the functions and application scenarios of virtual voice rooms are constantly expanding and deepening.
[0005] In related technologies, virtual voice rooms are created for possible voice combinations in a game match until the game match ends. That is, as many virtual voice rooms as there are possible voice combinations in a game match are created. Since there are many scenarios for using voice in a game match, virtual voice rooms need to be created for each voice combination, and the rooms will not be logged out until the game match ends. This not only increases the cost of creating virtual voice rooms, but also occupies a large amount of computing resources and network bandwidth resources, thereby affecting the response speed of game services and the quality of voice transmission. SUMMARY
[0006] The embodiments of the present application provide a voice interaction processing method, device, equipment, computer readable storage medium and computer program product, which can reduce the number and cost of creating group sessions while ensuring normal audio communication.
[0007] The technical solutions of the embodiments of the present application are as follows:
[0008] The embodiments of the present application provide a voice interaction processing method applied to a computer device, the method comprising:
[0009] Obtaining team-up information in a virtual scene, the team-up information including team identification of at least one virtual team and terminal information corresponding to a game player included in each virtual team;
[0010] Obtaining, based on the team identification of each virtual team, an audio component state of each terminal corresponding to the virtual team from the terminal information corresponding to the virtual team;
[0011] When it is determined that a group session creation condition is met based on the audio component state of each terminal corresponding to the virtual team, creating a group session corresponding to the virtual team.
[0012] Embodiments of the present application provide a voice interaction processing device, the device comprising:
[0013] A first obtaining module configured to obtain team-up information in a virtual scene, the team-up information including team identification of at least one virtual team and terminal information corresponding to a game player included in each virtual team;
[0014] A second obtaining module configured to obtain, based on the team identification of each virtual team, an audio component state of each terminal corresponding to the virtual team from the terminal information corresponding to the virtual team;
[0015] A first determining module configured to, when it is determined that a group session creation condition is met based on the audio component state of each terminal corresponding to the virtual team, create a group session corresponding to the virtual team.
[0016] Embodiments of the present application provide a computer device, comprising:
[0017] A memory configured to store computer executable instructions;
[0018] A processor configured to execute the computer executable instructions stored in the memory, so as to implement the voice interaction processing method provided by embodiments of the present application.
[0019] Embodiments of the present application provide a computer readable storage medium storing computer executable instructions, for causing a processor to execute the voice interaction processing method provided by embodiments of the present application when executed by the processor.
[0020] Embodiments of the present application provide a computer program product comprising a computer program or computer executable instructions, the computer program or computer executable instructions being executed by a processor to implement the voice interaction processing method provided by embodiments of the present application.
[0021] Embodiments of the present application have the following beneficial effects:
[0022] In the embodiment of the present application, the team-up information in the virtual scene is acquired first, the team-up information including the team identifier of at least one virtual team and the terminal information corresponding to the game player in each virtual team, the terminal information including the state of the audio component of the terminal; then, the audio component state of each terminal corresponding to the virtual team is acquired from the terminal information based on the team identifier of each virtual team; finally, whether the virtual team satisfies the group session creation condition is determined based on the audio component state of each terminal corresponding to the virtual team, and the group session corresponding to the virtual team is created only when the virtual team satisfies the group session creation condition. That is, the group session corresponding to the virtual team is not directly created in the embodiment of the present application, and the premise of creating the group session is that the virtual team needs to satisfy the group session creation condition, if the virtual team does not satisfy the group session creation condition, the group session corresponding to the virtual team will not be created in the game match. In this way, only the group session corresponding to the virtual team satisfying the group session creation condition is created, so that the number of created group sessions is reduced while the normal voice communication of the game match is satisfied, the operation and maintenance cost of the group session is reduced, and the occupation of the computing resource and the network bandwidth resource by the group session is reduced, the response speed and the voice transmission quality of the game service are improved. BRIEF DESCRIPTION OF DRAWINGS
[0023] FIG. 1 is a network architecture schematic diagram of a voice interaction processing system 100 provided by an embodiment of the present application;
[0024] FIG. 2 is a structure schematic diagram of a server 400 provided by an embodiment of the present application;
[0025] FIG. 3 is a first flow schematic diagram of a voice interaction processing method provided by an embodiment of the present application;
[0026] FIG. 4 is a flow schematic diagram of determining whether the virtual team satisfies the group session creation condition provided by an embodiment of the present application;
[0027] FIG. 5 is a flow schematic diagram of determining whether the terminal can receive and output the first audio information sent by the first other terminal provided by an embodiment of the present application;
[0028] FIG. 6 is a flow schematic diagram of determining that the terminal cannot receive and output the third audio information sent by the third other terminal corresponding to the virtual team provided by an embodiment of the present application;
[0029] FIG. 7 is a flow schematic diagram of determining that the third other terminal corresponding to the virtual team cannot receive and output the second audio information sent by the terminal provided by an embodiment of the present application;
[0030] FIG. 8 is a second flow schematic diagram of a voice interaction processing method provided by an embodiment of the present application;
[0031] Fig. 9 is a third flow diagram of a voice interaction processing method according to an embodiment of the present application;
[0032] Fig. 10 is a first interface display diagram of an audio component according to an embodiment of the present application;
[0033] Fig. 11 is a player matching interface display diagram according to an embodiment of the present application;
[0034] Fig. 12 is a second interface display diagram of an audio component according to an embodiment of the present application;
[0035] Fig. 13 is a first combination result diagram of different combinations of two players according to an embodiment of the present application;
[0036] Fig. 14 is a combination result diagram of different combinations of three players according to an embodiment of the present application;
[0037] Fig. 15 is a second combination result diagram of different combinations of two players according to an embodiment of the present application;
[0038] Fig. 16 is a combination result diagram of a combination of four players according to an embodiment of the present application;
[0039] Fig. 17 is a combination result diagram of another combination of four players according to an embodiment of the present application;
[0040] Fig. 18 is an optimization range voice room display framework diagram according to an embodiment of the present application;
[0041] Fig. 19 is a historical result display diagram according to an embodiment of the present application.
[0042] It should be noted that the above "first" and "second" are only used to distinguish different schemes, and do not represent the advantages or disadvantages of the schemes or the priority in the implementation process. DETAILED DESCRIPTION
[0043] In order to make the purpose, technical scheme and advantages of the present application clearer, the present application will be described in further detail below with reference to the accompanying drawings, and the described embodiments should not be regarded as limiting the present application. All other embodiments obtained by a person of ordinary skill in the art without making creative efforts fall within the scope of protection of the present application.
[0044] In the following description, "some embodiments" are described, which describe a subset of all possible embodiments, but it can be understood that "some embodiments" can be the same subset or different subset of all possible embodiments, and can be combined with each other without conflict.
[0045] In the following description, the terms "first / second / third" are merely used to distinguish similar objects, and do not represent a specific order of the objects. Understandably, the "first / second / third" can be interchanged in a specific order or sequence as allowed, so that the embodiments described herein can be implemented in an order other than that illustrated or described herein.
[0046] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined target, and can be implemented entirely or partially by using software, hardware (such as a processing circuit or a memory) or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the functions of the module or unit.
[0047] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as commonly understood by one of ordinary skill in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0048] The relevant data collection process in the embodiments of the present application should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and within the scope of authorization of laws and regulations and the personal information subject, carry out subsequent data use and processing.
[0049] Before further detailing the embodiments of the present application, the terms and phrases involved in the embodiments of the present application are explained, and the terms and phrases involved in the embodiments of the present application are applicable to the following explanations.
[0050] 1) Voice room, also known as virtual voice room, in the field of games, voice room usually refers to the voice communication function implemented in the game or on the game social media platform. Voice room allows game team members to communicate in real time in a virtual space. Voice room can be real-time or pre-set for game team members to join at a specific time. The functions of voice room include real-time communication, social interaction, team collaboration, entertainment activities, game assistance, enhanced immersion, cross-platform communication, etc. Among them, the game team members are players.
[0051] In general, voice room plays an important role in promoting player communication, improving game experience and building game community in the field of games. With the development of technology, the functions and application scenarios of voice room are also expanding and deepening.
[0052] 2) Audio components can include audio input components and audio output components, audio input components generally refer to components or parts used to capture and input audio signals, these components can be in various forms, for example, audio input components can be microphones, touch-sensitive voice buttons, earphones with microphones, etc.; audio output components refer to components or devices for sending audio signals to external devices. These components can convert audio data into audible sound and send it to speakers, earphones or other audio devices. Common audio output components include speakers, earphones, earpieces, Bluetooth and WiFi speakers, etc.
[0053] 3) Audio component status, including the working status of the audio input component and the working status of the audio output component, exemplarily, the audio input component can be a microphone, and the audio output component can be a speaker, at this time, the audio component status includes the working status of the microphone and the working status of the speaker, and the working status can be an open state or a closed state.
[0054] Game players can choose to switch the microphone state and the speaker state to control their own voice behavior, such as setting the microphone state to closed to be unable to speak, setting the microphone state to the squad to be able to hear only the voice of the game players in the squad, and setting the microphone state to the whole team to be able to hear only the voice of the game players in the whole team. The speaker state is the same, the speaker state controls the range of voice that can be heard, setting the speaker state to closed is unable to hear any game players speak, setting the speaker state to the squad is only able to hear the game players in the squad speak, setting the speaker state to the whole team is able to hear the game players in the whole team speak, and so on. The number of states that the microphone and the speaker can choose depends on each game, and some games have more different states due to the game play. It should be noted that although the microphone state and the speaker state are the same in number, it does not mean that only when the microphone state is equal to the speaker state, the two game players can communicate with each other.
[0055] Taking game G-2 as an example, if game players a and b form a team after the game, and match to game players c, d and e as their teammates to play the game, at this time, game players a and b belong to a squad, game players c, d and e belong to another squad, and game players a, b, c, d and e belong to the whole team. At this time, if the microphone state of game player a is the whole team, and the speaker state of game player b is the squad, at this time, game player b can still hear the voice of game player a. If the speaker state of game player c is the squad, game player c cannot hear the voice of game player a. Therefore, the different microphone and speaker states will affect whether different game players can hear each other's voice.
[0056] 3) Virtual team, in the field of gaming, virtual team usually refers to a group of team members or players from different geographical locations who are connected through virtual reality technology (such as games, chat applications, etc.). These teams are usually formed for the purpose of common goals, tasks or projects, and members of the virtual team communicate and collaborate in real time through virtual reality technology.
[0057] The advantage of virtual team is that it breaks down geographical limitations, allowing team members to allocate time and energy more flexibly and more efficiently collaborate and communicate. In addition, virtual teams can also use network technology and tools such as video conferencing, real-time voice chat, collaboration tools, etc. to improve work efficiency and collaboration quality.
[0058] Virtual teams in the gaming field can be applied to various scenarios such as game development, game testing, game community management, game live streaming, etc. These teams can be composed of people with different backgrounds, skills and experience, and communicate and collaborate in real time through virtual reality technology to complete game-related tasks and work together.
[0059] 4) Effective terminal, refers to a terminal that can communicate audio in a game match, which can be a terminal that can successfully output audio information to other terminals, or a terminal that can successfully receive and output audio information sent by other terminals.
[0060] 5) Game match, refers to a game or game session in an electronic game or video game. Game match is usually used to describe the competition or cooperation scenario between two or more game players or teams. The match can be an artificial intelligence opponent in a single-player game, or other players in an online multiplayer game.
[0061] In multiplayer games, game matches can include game player matching, game objectives, rules and restrictions, win-loss determination, statistics and rankings, etc.
[0062] Game match can be one-time or continuous multiplayer game session. In online games, game match can be a short and fast-paced match, or a long-term game process that lasts for hours or even days. Game match is the core part of game interaction and competition, providing game players with challenges, fun and social platforms.
[0063] 6) Team information, usually refers to information about virtual team formation, member roles, skill configuration, communication methods, etc. in multiplayer games or collaborative activities. This information is very important for players or team members, and team information can help game players better understand each other's roles and responsibilities, and how to effectively communicate and collaborate.
[0064] In the embodiments of the present application, the team formation information further includes terminal information corresponding to the game player, which can include terminal identifier, terminal audio component state, hardware state, software version, network connection state, location information, etc.
[0065] 7) The audio enable state of the terminal refers to that the audio output component of the terminal can successfully receive audio information sent by other terminals, or the audio input component of the terminal can successfully send audio information to other terminals.
[0066] In order to better understand the voice interaction processing method provided by the embodiments of the present application, first, the voice interaction processing method in the related art and the existing defects are described.
[0067] In the related art, in the game scene, the game player can often choose to speak to different other game players, and can also choose to listen to different other game players, and the two parts of people can also be different people. Taking game G-1 as an example, after game players a and b successfully form a team outside the game, they start to match into the game, and the system matches game players c, d and e as their teammates, and the five game players a, b, c, d and e start the game as an in-game team. In the concept of game G-2, the small team of game player a is ab, and the whole team is abcde. At this time, the microphone of game player a has three state options, which are none, small team and whole team. If the state of the microphone is “none”, game player a cannot speak; if the state of the microphone is “small team”, only game players a and b can hear the words of game player a; if the state of the microphone is “whole team”, game players a, b, c, d and e can all hear the words of game player a. Similarly, the speaker of game player a also has three states, which are none, small team and whole team. If the state of the speaker is “none”, game player a cannot hear the other game players speak; if the state of the speaker is “small team”, game player a can only hear game players a and b speak; if the state of the speaker is “whole team”, game player a can hear game players a, b, c, d and e speak.
[0068] To achieve the above effects, the related scheme creates a small team voice room 1 and puts the game players a and b into the small team voice room 1; also creates a full team voice room 1 and puts the game players a, b, c, d and e into the full team voice room 1; at this time, assuming that the game players c, d and e have formed a team outside the game, the related technology also needs to create a small team voice room 2 and put the game players c, d and e into the small team voice room 2. The above-mentioned creation of three voice rooms has been completed at the beginning of the game, and the game players will not be moved out of the voice room until the end of the game. That is, the more possible voice combinations exist, the more voice rooms need to be created and the corresponding game players need to be pulled into them. The longer the single game time exists, the longer these voice rooms need to exist. Of course, if the voice function needs to be supported outside the single game, similar logic applies.
[0069] In the related technology, first, the number of voice rooms that exist at the same time is affected by the possible voice combination scenarios. When there are more possibilities, the number of rooms will continue to rise. For example, in addition to the small team and the full team in the game G-1, due to the game features, there may also be voice options for small teams, full teams, camps, ranges, and the whole world. In addition, due to the game G-1, a part of the players are allowed to exit the single game and return to the outside of the game. The planner requires that the players who return to the outside of the game can still communicate with the players in the game. Therefore, the possible voice rooms are small teams, full teams, camps, ranges, the whole world, and the outside team. In addition, due to the long duration of the single game, and the large number of players involved in the camp and the whole world voice room, such as the possible existence of 30 to 40 people in the whole world room, the cost of the voice room is positively related to the number of players and the number of rooms. Therefore, if these voice rooms are resident during the single game duration, the cost will be extremely high. If the use of voice is reduced to reduce the cost, the actual experience of the players will be affected, such as the players in the game and the players who return to the outside of the game cannot use voice communication in a certain mobile game. In summary, the more scenarios the related technology uses voice, the more communication scenarios it can generate, the more voice rooms exist at the same time, and the higher the cost.
[0070] In combination with the above related technology, the related technology has the following disadvantages. First, creating a virtual voice room corresponding to each voice combination scenario separately results in high cost. Second, the virtual voice room includes the terminals of all players in the corresponding combination scenario, which increases the cost of the virtual voice room. Third, the virtual voice room is not cancelled or destroyed until the end of the game, which increases the cost of the virtual voice room.
[0071] The embodiment of the present application provides a voice interaction processing method and device, computer equipment, computer readable storage medium and computer program product, which can reduce the number and cost of creating group sessions under the premise of ensuring normal audio communication. The computer equipment provided by the embodiment of the present application can be implemented as a notebook computer, a tablet computer, a desktop computer, a set-top box, a smart phone, a smart speaker, a smart watch, a smart television, a vehicle-mounted terminal and the like, and can also be implemented as a server. The exemplary application of the computer equipment implemented as a server will be described below.
[0072] Referring to FIG. 1, FIG. 1 is a network architecture schematic diagram of a voice interaction processing system 100 provided by the embodiment of the present application. To realize a voice interaction processing application, the server 400 connects the terminal (terminals 200-1 and 200-2 are shown in the figure) through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.
[0073] The terminal 200-1 and the terminal 200-1 are used to receive a start instruction for a game match, generate a start request for the game match, and the terminal 200 also sends the start request to the server 400. The server 400 is used to obtain team formation information in a virtual scene in response to the received start request. The team formation information includes at least one team identifier of a virtual team and terminal information corresponding to a game player in each virtual team. Based on the team identifier of each virtual team, the audio component state of each terminal corresponding to the virtual team is obtained from the terminal information corresponding to the virtual team. When it is determined that the group session creation condition is met based on the audio component state of each terminal corresponding to the virtual team, a group session corresponding to the virtual team is created, and a start result that the game match is started successfully is generated. The server 400 also returns the start result that the game match is started successfully to the terminal 200-1 and the terminal 200-1, so that the terminal 200-1 and the terminal 200-1 display the start result that the game match is started successfully and perform the game match, or so that the terminal 200-1 and the terminal 200-1 directly perform the game match.
[0074] In the embodiment of the present application, the server 400 does not directly create a group session corresponding to the virtual team. The premise of creating a group session is that the virtual team meets the group session creation condition. If the virtual team does not meet the group session creation condition, the group session corresponding to the virtual team will not be created in the game match. In this way, only the group session corresponding to the virtual team that meets the group session creation condition is created, thereby reducing the number of created group sessions and reducing the operation and maintenance cost of the group session while meeting the normal voice communication of the game match.
[0075] In some embodiments, the server 400 can be a standalone physical server, or a server cluster or distributed system composed of multiple physical servers, or 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 basic cloud computing services such as big data and artificial intelligence platforms. The business end and the server can be connected directly or indirectly through wired or wireless communication; the business end and the server can also be deployed on the cloud server at the same time, and the services and internal execution logic provided by the business end and the server are independent of each other and isolated from each other, which is not limited in the embodiments of the present application.
[0076] Referring to FIG. 2, FIG. 2 is a structural schematic diagram of the server 400 provided by the embodiments of the present application. The server 400 shown in FIG. 2 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the server 400 are coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between the components. In addition to including a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the purpose of clear illustration, all kinds of buses are marked as the bus system 440 in FIG. 2.
[0077] The processor 410 can be an integrated circuit chip with signal processing capability, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., wherein the general-purpose processor can be a microprocessor or any conventional processor.
[0078] The user interface 430 includes one or more output devices 431 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432 that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, other input buttons and controls.
[0079] The memory 450 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 450 optionally includes one or more storage devices physically located in proximity to the processor 410.
[0080] The memory 450 includes volatile memory or non-volatile memory, and can include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), and the volatile memory can be random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0081] In some embodiments, the memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, which are exemplarily illustrated below.
[0082] The operating system 451 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks.
[0083] The network communication module 452 is used to communicate with other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including Bluetooth, wireless compatibility authentication (WiFi), and universal serial bus (USB), etc.
[0084] The presentation module 453 is used to enable the presentation of information via one or more output devices 431 associated with the user interface 430 (e.g., a display screen, a speaker, etc.), such as a user interface for operating peripheral devices and displaying content and information.
[0085] The input processing module 454 is used to detect and interpret one or more user inputs or interactions from one or more input devices 432.
[0086] In some embodiments, the device provided by the embodiments of the present application can be implemented in a software manner, and Fig. 2 shows a voice interaction processing device 455 stored in the memory 450, which can be software in the form of programs and plug-ins, etc., including the following software modules: a first acquisition module 4551, a second acquisition module 4552, and a first determination module 4553. These modules are logical, and thus can be combined or further split according to the functions implemented. The functions of each module will be described below.
[0087] In some embodiments, the device provided by the embodiments of the present application can be implemented in a hardware manner. For example, the device provided by the embodiments of the present application can be a hardware decoding processor programmed to execute the voice interaction processing method provided by the embodiments of the present application. For example, the hardware decoding processor can be implemented by one or more application specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic elements.
[0088] In some embodiments, the server can implement the voice interaction processing method provided by the embodiments of the present application by running various computer executable instructions or computer programs. For example, the computer executable instructions can be microprogram level commands, machine instructions or software instructions. The computer program can be a native program in the operating system or a software module; can be a native application (APP), i.e., a program that needs to be installed in the operating system to run, such as a network game APP, a mobile game APP; or can be a small program that can be embedded into any APP, i.e., a program that only needs to be downloaded into a browser environment to run. In summary, the above computer executable instructions can be any form of instructions, and the above computer programs can be any form of application programs, modules or plug-ins.
[0089] The voice interaction processing method provided by the embodiments of the present application will be described in conjunction with exemplary applications and implementations of the server provided by the embodiments of the present application.
[0090] The voice interaction processing method provided by the embodiments of the present application will be described below. As described above, the computer device implementing the voice interaction processing method of the embodiments of the present application can be a terminal, a server, or a combination of the two. Therefore, the execution subject of each step will not be repeated in the following description.
[0091] It should be noted that in the following examples of the voice interaction processing method, the application scenario is a game match. Those skilled in the art can apply the voice interaction processing method provided by the embodiments of the present application to voice interaction processing for other virtual reality application scenarios based on the understanding of the following description. The embodiments of the present application can also be applied to various scenarios, including but not limited to games, education and training, medical industry, instant messaging, artificial intelligence, intelligent transportation, assisted driving, etc.
[0092] Referring to FIG. 3, FIG. 3 is a first flow diagram of the voice interaction processing method provided in the embodiments of the present application. The voice interaction processing method provided in the embodiments of the present application will be described in combination with the steps shown in FIG. 3. The execution subject of FIG. 3 is a server.
[0093] In step S101, team formation information in a virtual scene is acquired.
[0094] In the embodiments of the present application, the team formation information includes team identifiers of at least one virtual team, and terminal information corresponding to game players included in each virtual team.
[0095] In some embodiments, before a game match is started, team formation or matching between game players is completed through corresponding terminals. The server stores team formation information of the game match. The team formation information is used to represent team formation results or team formation situations of the terminals corresponding to the game players. The game players refer to players participating in the game match. The terminals corresponding to the game players refer to the terminals logged in by the game players. After the terminals corresponding to the game players complete team formation, virtual teams are generated.
[0096] For example, a game player P-1 corresponds to a terminal U-1, a game player P-2 corresponds to a terminal U-2, a game player P-3 corresponds to a terminal U-3, a game player P-4 corresponds to a terminal U-4, and a game player P-5 corresponds to a terminal U-5. Based on this, the terminal U-1 and the terminal U-2 can form a virtual team 1, the terminal U-3, the terminal U-4, and the terminal U-5 can form a virtual team 2, and the terminal U-1, the terminal U-2, the terminal U-3, the terminal U-4, and the terminal U-5 can form a virtual team 3.
[0097] Based on the above example, the team formation information includes a team identifier 01000 of the virtual team 1, a team identifier 02000 of the virtual team 2, and a team identifier 03000 of the virtual team 3.
[0098] In some embodiments, the team formation information further includes terminal information of the terminals corresponding to each virtual team. For example, for the virtual team 3, the team formation information further includes terminal information of the terminal U-1, the terminal U-2, the terminal U-3, the terminal U-4, and the terminal U-5. The terminal information can include a terminal identifier, a terminal audio component state, a hardware state, a software version, a network connection state, location information, and the like.
[0099] In step S102, based on the team identifier of each virtual team, an audio component state of each terminal corresponding to the virtual team is acquired from the terminal information corresponding to the virtual team.
[0100] In some embodiments, for each virtual team, based on the team identifier of the virtual team, the audio component state of each terminal corresponding to the virtual team is obtained from the terminal information corresponding to the virtual team. The audio component can include an audio input component and an audio output component. The audio input component generally refers to a component or part used to capture and input audio signals. These components can be in various forms, such as a microphone, a touch-sensitive voice button, a headset with a microphone, etc. The audio output component refers to a component or device used to send audio signals to external devices. These components can convert audio data into audible sound and send it to a speaker, earphone, or other audio device. Common audio output components include speakers, earphones, headsets, Bluetooth and WiFi speakers, etc.
[0101] Taking the above example, for virtual team 1, based on the team identifier 01000, the terminal corresponding to the virtual team is first determined, terminal U-1 and terminal U-2 are determined, then the terminal information of terminal U-1 and the terminal information of terminal U-2 are obtained, and finally the audio component state of terminal U-1 is obtained from the terminal information of terminal U-1, and the audio component state of terminal U-2 is obtained from the terminal information of terminal U-2. For virtual team 2, the above similar method is used to obtain the audio component states of terminal U-3, terminal U-4, and terminal U-5, respectively. For virtual team 3, the above similar method is used to obtain the audio component states of terminal U-1, terminal U-2, terminal U-3, terminal U-4, and terminal U-5, respectively. In this way, the audio component state of each terminal corresponding to each virtual team is obtained.
[0102] In some embodiments, the state of the audio component is used to represent the working state of the audio component. For example, the state of the audio component can be an open state or a closed state.
[0103] In step S103, when it is determined that the group session creation condition is met based on the audio component state of each terminal corresponding to the virtual team, a group session for voice interaction of the virtual team is created.
[0104] In the embodiments of the present application, for each virtual team, whether the virtual team meets the group session creation condition is determined based on the audio component state of each terminal corresponding to the virtual team. When it is determined that the virtual team meets the group session creation condition, a group session for voice interaction corresponding to the virtual team is created. When it is determined that the virtual team does not meet the group session creation condition, the group session corresponding to the virtual team is not created.
[0105] In implementation, when a group session corresponding to a virtual team is created, a session identifier can be assigned to the group session first, then terminal identifiers of valid terminals in the virtual team are obtained, and the terminal identifiers are bound to the session identifier. The valid terminal refers to a terminal whose audio enabling state is valid.
[0106] After the group session is created, when the server receives a voice transmission request sent by a terminal, the voice transmission request is parsed, a target session identifier corresponding to voice data and the voice data to be transmitted are obtained, and then the voice data is sent to a terminal corresponding to a terminal identifier bound to the target session identifier.
[0107] In some embodiments, real-time voice communication between players can be realized through the group session. The technical means involved can include aspects such as audio acquisition, format conversion, audio encoding, network transmission, audio decoding, real-time transmission, audio mixing, voice control, etc. The group session can be realized in the form of a virtual voice room, or in the form of a voice communication channel. Both the virtual voice room and the voice communication channel support players to communicate tactics, assign tasks, etc. through voice in real time, so as to better complete the game cooperation goal. The following takes the virtual voice room form as an example to illustrate the voice interaction processing method provided by the embodiments of the present application.
[0108] In some embodiments, the audio capturing process is to capture audio data from a microphone of a player using an audio capturing device (e.g., a microphone) and an audio capturing software (e.g., an audio driver). The format conversion is to convert the format of the audio data from an analog signal to a digital signal to obtain converted audio data so that the computer can process and transmit the converted audio data. The audio encoding is to encode the converted audio data to obtain encoded audio data so that the encoded audio data can be transmitted over the network, common audio encoding includes Pulse Code Modulation (PCM), Advanced Audio Coding (AAC), etc., since the encoding can achieve compression of the converted audio data, thus achieving the purpose of reducing data volume and transmission bandwidth requirement. The network transmission is to divide the encoded audio data into small data packets and transmit them to the computers of other players through the network. The audio decoding is to decode the received audio data, i.e., to convert the digital signal to the analog signal to restore the original audio signal, the receiving party uses a decoding method corresponding to the audio encoding method to decode the audio data. Real-time transmission is used to ensure that the voice call between players is instant, in order to achieve low latency, User Datagram Protocol (UDP) is usually used for audio transmission. In the voice room, there may be multiple players simultaneously making voice calls, and audio mixing can be used to ensure that players can hear the voices of other players, audio mixing is to mix multiple audio streams into a single audio stream so as to be played in the speaker (or earphone) of the player to ensure that the player can hear the voices of other players. Voice control includes volume adjustment, microphone muting, voice activation, etc., players can adjust the audio settings and control the behavior of the voice call through voice control.
[0109] In some embodiments, a virtual voice room is a programmatic underlying implementation, conceptually similar to a group in an instant messaging application. Game players in the same virtual voice room can use voice functions to each other, including opening the microphone to speak and opening the sound to listen to others. When a game player speaks in a virtual voice room A, all other game players in the virtual voice room A can hear the game player speak, of course, with the function of directional shielding of a player. A player can be in multiple voice rooms at the same time, just like a user in an instant messaging application can have multiple groups. Game players can speak in multiple virtual voice rooms at the same time, so that the sentence can be heard by game players in multiple virtual voice rooms at the same time. However, the convenient function is accompanied by high cost. The group communication forwarding of the instant messaging group application is information and pictures, which only needs to be broadcast to the group members, but in the virtual voice room, in order to communicate in real time, it must be linked with all the players in the virtual voice room, therefore, for a game session, the cumulative number of game players in each virtual voice room is taken as a statistical indicator, the higher the indicator, the higher the cost of creating a virtual voice room for the game session.
[0110] In some embodiments, the audio component state includes a first switch state of the audio input component and a second switch state of the audio output component, referring to FIG. 4, before performing the above step S103, for each virtual team, the following steps S001 to S005 can be used to determine whether the virtual team meets the group session creation condition, which will be described in detail below.
[0111] In step S001, based on the first switch state of the audio input component and the second switch state of the audio output component of each terminal corresponding to the virtual team, the audio enable state of each terminal is determined.
[0112] In some embodiments, the first switch state of the audio input component can be an open state or a closed state, wherein the open state means that the audio input component can collect audio information, and the closed state means that the audio input component cannot collect audio information. Similarly, the second switch state of the audio output component can be an open state or a closed state, wherein the open state means that the audio output component can output audio information, and the closed state means that the audio output component cannot output audio information.
[0113] In some embodiments, the audio enable state of the terminal can include an effective state and an ineffective state, wherein the effective state represents that the terminal can perform audio communication, that is, the terminal can successfully send audio information or successfully receive audio information; the ineffective state represents that the terminal cannot perform audio communication, that is, the terminal cannot send audio information and cannot receive audio information.
[0114] In some embodiments, for each terminal, the audio enable state of the terminal can be determined by one of the following five manners, which are described as follows.
[0115] Manner one, when the second switch state of the audio output component of the terminal and the first switch state of the audio input component of the first other terminal are determined, if the terminal can receive and output the first audio information sent by the first other terminal, the audio enable state of the terminal is determined as the valid state.
[0116] In the embodiments of the present application, the first other terminal is any terminal in the virtual team except the terminal. Taking the above example, for the virtual team 2, when the terminal is the terminal U-3, the first other terminal can be the terminal U-4 or the terminal U-5.
[0117] In some embodiments, when a terminal belongs to different virtual teams, and the switch state of the audio input component of the terminal is determined as the open state, which virtual team to open can be selected, that is, the opening team is selected. For example, the first other terminal U-4 belongs to the virtual team 2 and the virtual team 3, when the first switch state of the audio input component of the first other terminal U-4 is determined as the open state, the virtual team 2 can be selected to open, and the virtual team 3 is not opened. Then, only the terminals of the team members of the virtual team 2 can receive the voice data collected by the first other terminal U-4 through the audio input component, and the terminals of the team members of the virtual team 3 cannot receive the voice data collected by the first other terminal U-4. That is, the first switch state can be the open state for different virtual teams, based on which the audio input component can correspond to different opening teams. When the first switch state of the first other terminal U-4 is the closed state, it means that the terminals U-4 belonging to each virtual team cannot receive the voice data collected by the terminal U-4 through the audio input component. Similarly, the second switch state can be the open state for different virtual teams, based on which the audio output component can correspond to different opening teams. For example, the terminal U-3 belongs to the virtual team 2 and the virtual team 3, when the second switch state of the audio input component of the terminal U-3 is determined as the open state, the virtual team 2 can be selected to open, and the virtual team 3 is not opened. Then, only the terminals of the team members of the virtual team 2 can receive the voice data collected by the terminal U-3 through the audio input component, and the terminals of the team members of the virtual team 3 cannot receive the voice data collected by the terminal U-3 through the audio input component.
[0118] In some embodiments, referring to FIG. 5, whether the terminal can receive and output the first audio information sent by the first other terminal can be determined by the following steps S0011A to S0016A, which are described as follows.
[0119] In step S0011A, when the second switch state of the audio output component of the terminal is the open state, the first open team corresponding to the audio output component of the terminal is determined.
[0120] In the above example, when the second switch state of the terminal U-3 is the open state for the virtual team 2, the first open team corresponding to the audio output component of the terminal U-3 is the virtual team 2. When the second switch state of the terminal U-3 is the open state for the virtual team 3, the first open team corresponding to the audio output component of the terminal U-3 is the virtual team 3.
[0121] In some embodiments, when the second switch state is the closed state, it is indicated that the terminal cannot receive any audio information, and it is directly determined that the terminal cannot receive and output the first audio information sent by the first other terminal. At this time, the first open team can be considered to be empty.
[0122] In step S0012A, when the first switch state of the audio input component of the first other terminal is the open state, the second open team corresponding to the audio input component of the first other terminal is determined.
[0123] In the above example, when the first switch state of the first other terminal U-4 is the open state for the virtual team 2, the second open team corresponding to the audio input component of the first other terminal U-4 is the virtual team 2. When the first switch state of the first other terminal U-4 is the open state for the virtual team 3, the second open team corresponding to the audio input component of the first other terminal U-4 is the virtual team 3.
[0124] In some embodiments, when the first switch state of the first other terminal U-4 is the closed state, it is indicated that the first other terminal U-4 cannot send any audio information, and it is directly determined that the terminal cannot receive and output the first audio information sent by the first other terminal U-4. At this time, the second open team can be considered to be empty.
[0125] In step S0013A, it is determined whether the first other terminal belongs to the first open team based on the team information.
[0126] In the embodiments of the present application, the virtual team to which the first other terminal belongs is first determined based on the team information, and then it is determined whether the virtual team to which the first other terminal belongs contains the first open team. When the virtual team to which the first other terminal belongs contains the first open team, it is determined that the first other terminal belongs to the first open team, indicating that the terminal has opened the function of receiving the audio information of the first other terminal, and step S0014A is entered. When the virtual team to which the first other terminal belongs does not contain the first open team, it is determined that the first other terminal does not belong to the first open team, and step S0016A is entered.
[0127] In some embodiments, the first open team can be determined based on the team information first, and then it is determined whether the first other terminal belongs to the first terminal set. When the first other terminal belongs to the first terminal set, it is determined that the first other terminal belongs to the first open team, and step S0014A is entered; when the first other terminal does not belong to the first terminal set, it is determined that the first other terminal does not belong to the first open team, and step S0016A is entered.
[0128] Taking the above example, assuming that the first open team corresponding to the audio output component of terminal U-3 is virtual team 3, and the virtual team 3 includes terminal U-1, terminal U-2, terminal U-3, terminal U-4 and terminal U-5, and the first other terminal is U-4, then it is indicated that the first other terminal belongs to the first open team.
[0129] In step S0014A, it is determined whether the terminal belongs to the second open team based on the team information.
[0130] In some embodiments, the implementation process of step S0014A is similar to that of step S0013A, and thus the implementation process of step S0014A can refer to the implementation process of step S0013A.
[0131] In the embodiments of the present application, when it is determined that the terminal belongs to the second open team, it indicates that the terminal has enabled the function of receiving the audio information of the first other terminal, and the first other terminal has enabled the function of sending the audio information to the terminal, and the terminal can receive and output the first audio information sent by the first other terminal, that is, step S0015A is entered; when it is determined that the terminal does not belong to the second open team, it indicates that the terminal has enabled the function of receiving the audio information of the first other terminal, but the first other terminal has disabled the function of sending the audio information to the terminal, that is, the first other terminal sends the first audio information, and the terminal is shielded, so that the terminal cannot receive and output the first audio information sent by the first other terminal, that is, step S0015A is entered.
[0132] Taking the above example, assuming that the second open team corresponding to the audio input component of the first other terminal U4 is virtual team 2, and the virtual team 2 includes terminal U-3, terminal U-4 and terminal U-5, and the terminal is U-3, then it is indicated that the terminal belongs to the second open team. That is, the terminal U-3 belongs to the second open team, and the first other terminal U-4 belongs to the first open team, so the terminal U-3 can receive and output the first audio information sent by the first other terminal U-4.
[0133] In step S0015A, it is determined that the terminal can receive and output the first audio information sent by the first other terminal, and the process ends.
[0134] In step S0016A, it is determined that the terminal cannot receive and output the first audio information sent by the first other terminal.
[0135] In some embodiments, after it is determined that the terminal cannot receive and output the first audio information sent by the first other terminal, the audio enable state of the terminal is further determined as the invalid state.
[0136] Through the above steps S0011A to S0016A, based on the second switch state of the audio output component of the terminal and the first switch state of the audio input component of the first other terminal, it can be quickly and accurately determined whether the terminal can receive and output the first audio information sent by the first other terminal. When it is determined that the terminal can receive and output the first audio information sent by the first other terminal, the audio enable state of the terminal is determined as the valid state. When it is determined that the terminal cannot receive and output the first audio information sent by the first other terminal, the audio enable state of the terminal is further determined as the invalid state.
[0137] In mode two, when it is determined based on the first switch state of the audio input component of the terminal and the second switch state of the audio output component of the second other terminal that the second other terminal can receive and output the second audio information sent by the terminal, the audio enable state of the terminal is determined as the valid state.
[0138] In the embodiments of the present application, the second other terminal is any terminal in the virtual team except the terminal, and the second other terminal and the first other terminal are the same or different.
[0139] In some embodiments, the implementation process of mode two is similar to the implementation process of mode one described above. Therefore, the implementation process of mode two can refer to the implementation process of mode one described above, that is, refer to the steps S0011A to S0016A described above.
[0140] In mode three, when the first switch state of the audio input component of the terminal and the second switch state of the audio output component of the terminal are both in the closed state, the audio enable state of the terminal is determined as the invalid state.
[0141] In the embodiments of the present application, when the first switch state of the audio input component of the terminal is in the closed state, it indicates that the terminal cannot send any audio information. When the second switch state of the audio output component of the terminal is in the closed state, it indicates that the terminal cannot receive any audio information. Based on this, when the first switch state and the second switch state are both in the closed state, it indicates that the terminal cannot send any audio information and cannot receive any audio information. At this time, the audio enable state of the terminal is determined as the invalid state.
[0142] In the fourth mode, when it is determined that the terminal cannot receive and output the third audio information sent by the third other terminal corresponding to the virtual team based on the second switch state of the audio output component of the terminal and the first switch state of the audio input component of each third other terminal corresponding to the virtual team, the audio enable state of the terminal is determined as the invalid state.
[0143] In the embodiments of the present application, the third other terminal is any terminal in the virtual team except the terminal.
[0144] In some embodiments, referring to FIG. 6, the terminal cannot receive and output the third audio information sent by the third other terminal corresponding to the virtual team can be determined by the following steps S0011B to S0013B, which are described in detail as follows.
[0145] In step S0011B, when the second switch state of the audio output component of the terminal is the open state, the fifth open team corresponding to the audio output component of the terminal is determined.
[0146] In some embodiments, the implementation process of step S0011B is similar to that of step S0011A, and thus the implementation process of step S0011B can refer to the implementation process of step S0011A.
[0147] In step S0012B, when there is a fourth target terminal in each third other terminal corresponding to the virtual team, in which the first switch state of the audio input component is the open state, the sixth open team corresponding to the audio input component of each fourth target terminal is determined respectively.
[0148] In some embodiments, the fourth target terminal in which the first switch state of the audio input component is the open state is first determined from each third other terminal, and then the sixth open team corresponding to each fourth target terminal is determined for each fourth target terminal, and multiple fourth target terminals determine multiple sixth open teams. The multiple sixth open teams can be the same or different.
[0149] In some embodiments, the implementation process of determining the sixth open team corresponding to each fourth target terminal is similar to that of step S0012A, and thus the implementation process of determining each sixth open team can refer to the implementation process of step S0012A.
[0150] In step S0013B, when it is determined that each fourth target terminal does not belong to the fifth open team based on the team information, or it is determined that the terminal does not belong to any sixth open team, it is determined that the terminal cannot receive and output the third audio information sent by the third other terminal corresponding to the virtual team.
[0151] In some embodiments, the fifth open team can be determined based on the teaming information, and then it is determined whether the fourth target terminal belongs to the second terminal set. When the fourth target terminal belongs to the second terminal set, it is determined that the fourth target terminal belongs to the fifth open team; and when the fourth target terminal does not belong to the second terminal set, it is determined that the fourth target terminal does not belong to the fifth open team. Based on this, if it is determined that each fourth target terminal does not belong to the fifth open team, it is determined that the terminal cannot receive and output the third audio information sent by the third other terminal corresponding to the virtual team.
[0152] In some embodiments, for each fourth target terminal, the virtual team to which the fourth target terminal belongs can be determined based on the teaming information, and then it is determined whether the virtual team to which the fourth target terminal belongs contains the fifth open team. When the virtual team to which the fourth target terminal belongs contains the fifth open team, it is determined that the fourth target terminal belongs to the fifth open team; and when the virtual team to which the fourth target terminal belongs does not contain the fifth open team, it is determined that the fourth target terminal does not belong to the fifth open team. Based on this, if it is determined that each fourth target terminal does not belong to the fifth open team, it is determined that the terminal cannot receive and output the third audio information sent by the third other terminal corresponding to the virtual team.
[0153] In some embodiments, for each sixth open team, it can be determined whether the terminal belongs to the sixth open team by referring to the above step S0013A. If it is determined that the terminal does not belong to any sixth open team, it is determined that the terminal cannot receive and output the third audio information sent by the third other terminal corresponding to the virtual team.
[0154] Through the above steps S0011B to S0013B, based on the second switch state of the audio output component of the terminal and the first switch state of the audio input component of each third other terminal corresponding to the virtual team, it can be quickly and accurately determined that the terminal cannot receive and output the third audio information sent by the third other terminal corresponding to the virtual team, so as to determine the audio enable state of the terminal as the invalid state.
[0155] In some embodiments, for each sixth open team, it can be determined whether the terminal belongs to the sixth open team by referring to the above step S0013A. If it is determined that the terminal does not belong to any sixth open team, it is determined that the terminal cannot receive and output the third audio information sent by the third other terminal corresponding to the virtual team.
[0156] In some embodiments, referring to FIG. 7, it can be determined that the third other terminal corresponding to the virtual team cannot receive and output the second audio information sent by the terminal through the following steps S0011C to S0013C, which are described in detail as follows.
[0157] In step S0011C, when the first switch state of the audio input component of the terminal is in the open state, the third open team corresponding to the audio input component of the terminal is determined.
[0158] In some embodiments, the implementation process of step S0011C is similar to that of step S0011A, and thus the implementation process of step S0011C can refer to that of step S0011A. The difference is that step S0011C is for the first switch state of the audio input component, while step S0011A is for the second switch state of the audio output component, and the implementation process and principle are the same.
[0159] In step S0012C, when there is a first target terminal in which the second switch state of the audio output component is in the open state in each third other terminal corresponding to the virtual team, the fourth open team corresponding to the audio output component of each first target terminal is determined respectively.
[0160] In some embodiments, the implementation process of step S0012C is similar to that of step S0012B, and thus the implementation process of step S0012C can refer to that of step S0012B. The difference is that step S0012C is for the second switch state of the audio output component, while step S0012B is for the first switch state of the audio input component, and the implementation process and principle are the same.
[0161] In step S0013C, when it is determined that each first target terminal does not belong to the third open team or that the terminal does not belong to any fourth open team based on the teaming information, it is determined that each third other terminal corresponding to the virtual team cannot receive and output the second audio information sent by the terminal.
[0162] In some embodiments, the implementation process of step S0013C is similar to that of step S0013B, and thus the implementation process of step S0013C can refer to that of step S0013B.
[0163] Through steps S0011C to S0013C, the third other terminal corresponding to the virtual team cannot receive and output the second audio information sent by the terminal can be quickly and accurately determined based on the first switch state of the audio input component of the terminal and the second switch state of the audio output component of each third other terminal corresponding to the virtual team, so as to determine the audio enable state of the terminal as the invalid state.
[0164] Continuing to refer to FIG. 4, the step S001 is explained as follows.
[0165] In step S002, the terminal with the audio enabled state being the valid state is determined as a valid terminal, and a first valid terminal quantity is determined.
[0166] In the embodiment of the present application, the terminal with the audio enabled state being the valid state is determined as a valid terminal, and the terminal with the audio enabled state being the invalid state is also determined as an invalid terminal. Based on this, the first valid terminal quantity can be determined by accumulating the valid terminal quantity.
[0167] In the embodiment of the present application, the valid terminal refers to a terminal with a voice communication function, which can be a terminal with a function of sending audio information, or a terminal with a function of receiving audio information. The invalid terminal refers to a terminal without a voice communication function, which neither has a function of sending audio information nor has a function of receiving audio information. The valid terminal can also be considered as a terminal with a voice communication demand, and the invalid terminal can be considered as a terminal without a voice communication demand.
[0168] In step S003, it is judged whether the first valid terminal quantity is greater than a quantity threshold value.
[0169] In the embodiment of the present application, when the first valid terminal quantity is greater than the quantity threshold value, step S004 is entered; when the first valid terminal quantity is less than or equal to the quantity threshold value, step S005 is entered.
[0170] In some embodiments, the quantity threshold value is a value set in advance, which is a positive integer. For example, the quantity threshold value can be 1. Based on this, when the first valid terminal quantity is greater than 1, it is indicated that the virtual team includes at least two valid terminals, and then step S004 is entered; when the first valid terminal quantity is less than or equal to 1, it is indicated that the virtual team does not include a valid terminal or includes one valid terminal, and then step S005 is entered.
[0171] In step S004, it is determined that the virtual team satisfies a group session creation condition, and then step S103 of "creating a group session for voice interaction of the virtual team" is entered.
[0172] In the embodiment of the present application, when the first valid terminal quantity is greater than the quantity threshold value, it is determined that the virtual team satisfies the group session creation condition, and then the group session corresponding to the virtual team is created.
[0173] In some embodiments, after it is determined that the virtual team satisfies the group session creation condition, the group session including the valid terminal is created.
[0174] In step S005, it is determined that the virtual team does not satisfy the group session creation condition.
[0175] At this time, the first valid terminal quantity is less than or equal to the quantity threshold, it is determined that the virtual team does not meet the group session creation condition, and the group session is not created for the virtual team. Exemplarily, when the quantity threshold is 1, the first valid terminal quantity is less than 1, which means that the first valid terminal quantity is 0 or 1. When the first valid terminal quantity is 0, there is no valid terminal at this time, and it is obvious that the group session does not need to be created. When the first valid terminal quantity is 1, there is only one valid terminal, and the valid terminal cannot perform voice communication with other terminals, and thus the group session does not need to be created.
[0176] Through the steps S001 to S005, for each terminal corresponding to each virtual team, it is determined that the audio enable state of each terminal is determined based on the first switch state and the second switch state, and the terminal with the audio enable state being the valid state is determined as the valid terminal. The first valid terminal quantity included in each virtual team is also determined. When the first valid terminal quantity is greater than the quantity threshold, it is determined that the virtual team meets the group session creation condition. When the first valid terminal quantity is less than or equal to the quantity threshold, it is determined that the virtual team does not meet the group session creation condition. Since the creation, maintenance and management of the group session need the server to allocate certain computing resources, network bandwidth resources and storage resources, if the voice room is created when the terminal quantity is small, the server may allocate too many resources for these few terminals, resulting in idle and waste of resources. In the above embodiment, the group session is created only when the quantity of valid terminals exceeds a certain quantity threshold, which can save server resources and improve resource utilization. Each group session will generate a certain amount of traffic in the network, including transmission of voice data, interaction of room control information and the like. When the terminal quantity is too small, the room is created, which will cause multiple small-traffic voice rooms to be scattered in the network, increasing the complexity and overall load of network management. When the quantity of valid terminals reaches the quantity threshold, the group session is created, which can concentrate the transmission of voice data, reduce the dispersion of traffic in the network, and reduce the network load.
[0177] By the steps S101-S103, the team-up information in the virtual scene is acquired first, the team-up information including the team identifier of at least one virtual team and the terminal information corresponding to the game player in each virtual team, the terminal information including the state of the audio component of the terminal; then, based on the team identifier of each virtual team, the audio component state of each terminal corresponding to the virtual team is acquired from the terminal information; finally, based on the audio component state of each terminal corresponding to the virtual team, the valid terminal corresponding to the virtual team is determined, and when the first valid terminal number corresponding to the virtual team is greater than the number threshold, it is considered that the virtual team meets the group session creation condition, and the group session corresponding to the virtual team is created only when the virtual team meets the group session creation condition. That is, the group session corresponding to the virtual team is not directly created in the embodiment of the application, and the premise of creating the group session is that the virtual team needs to meet the group session creation condition. If the virtual team does not meet the group session creation condition, the group session corresponding to the virtual team will not be created in the game match. In this way, only the group session corresponding to the virtual team meeting the group session creation condition is created, that is, when the virtual team includes at least two valid terminals having voice communication demand, the group session corresponding to the virtual team is created, so that the number of created group sessions is reduced while meeting the normal voice communication in the game match, and the operation and maintenance cost of the group session is reduced.
[0178] In some embodiments, the group session can also be adjusted in real time and dynamically. Based on this, FIG. 8 is a second flowchart of the voice interaction processing method provided by the embodiment of the application, referring to FIG. 8, after the step S103, the following steps S104-S107 can also be executed, which will be explained in detail below.
[0179] In step S104, the first switch state of the audio input component and the second switch state of the audio output component of each valid terminal in the group session are acquired.
[0180] In some embodiments, after the group session is successfully created, the first switch state of the audio input component and the second switch state of the audio output component of each valid terminal in the group session can be acquired periodically based on a preset interval. For example, the preset interval can be 5 seconds, 20 seconds, 1 minute, etc.
[0181] In step S105, when there is a second target terminal in each valid terminal whose first switch state and second switch state are both updated to the closed state, the second target terminal is deleted from the group session to obtain an updated group session.
[0182] In some embodiments, if there is a second target terminal whose first and second switch states are both updated to the off state, the second target terminal is updated from a valid terminal to an invalid terminal, and the second target terminal is deleted from the group session to ensure that all terminals in the group session are always valid terminals, thereby achieving the purpose of optimizing the group session in real time.
[0183] When the second target terminal is deleted from the group session, the binding relationship between the session identifier corresponding to the group session and the terminal identifier of the second target terminal can be released.
[0184] In step S106, the second valid terminal quantity of valid terminals included in the group session is obtained.
[0185] In some embodiments, since the invalid terminal is deleted from the group session in step 105, the terminals included in the group session are always valid terminals, and the total quantity of terminals included in the group session is determined at this time, which is the second valid terminal quantity.
[0186] In step S107, when the second valid terminal quantity is less than or equal to the quantity threshold, the group session is logged out.
[0187] In some embodiments, the quantity threshold is a value set in advance, and the quantity threshold is a positive integer. For example, the quantity threshold can be 1. Based on this, when the second valid terminal quantity is less than or equal to 1, it is indicated that there is no valid terminal in the group session or there is only one valid terminal. At this time, no audio communication will be generated in the group session, that is, the group session has no meaning to exist, and the group session is logged out.
[0188] In some embodiments, when the group session is logged out, the binding relationship between the session identifier corresponding to the group session and the terminal identifier can be released, and the session identifier can be released or deleted.
[0189] By the steps S104 to S107, the status of each valid terminal in the group session is determined in real time, and when a valid terminal is updated to an invalid terminal, the invalid terminal is deleted from the group session. In this way, the invalid terminal in the virtual voice room can be dynamically deleted during the game match, so as to reduce the number of terminals in the group session, ensure that all terminals in the group session are always valid terminals, achieve the purpose of optimizing the group session in real time, and release the occupation of the server resources by the invalid terminal, so that the server can allocate resources to other valid terminals, improve the overall resource utilization of the server. Since the group session may involve storage of voice data (such as recording function) and storage of user information during operation. The existence of the invalid terminal will occupy additional storage resources, and deleting the invalid terminal can reduce unnecessary storage overhead and save storage costs. In addition, when the number of second valid terminals is less than or equal to the number threshold, the group session is logged out, so as to log out the group session during the game match, reduce the number of group sessions, further save storage costs, improve resource utilization, release memory, save computing power, and reduce the cost of operating and maintaining the group session.
[0190] In some embodiments, the terminal information includes a terminal identifier, and referring to FIG. 8, the following steps S108 to S110 can be further performed after the step S107, which are specifically described as follows.
[0191] In step S108, when there are at least two group sessions in the game match, a terminal identifier set included in each group session is obtained.
[0192] In some embodiments, when there are group session 1, group session 2 and group session 3 in the game match, the terminal identifier sets included in the group session 1, the group session 2 and the group session 3 are obtained respectively.
[0193] For example, the terminal identifier set included in the group session 1 can be [100001, 100002, 100004, 100006], the terminal identifier set included in the group session 2 can be [100003, 100005, 100007, 100008], and the terminal identifier set included in the group session 3 can be [100002, 100003, 100005, 100007, 100008].
[0194] In step S109, based on the i-th terminal identifier set and the j-th terminal identifier set, the inclusion relationship between the i-th terminal identifier set and the j-th terminal identifier set is determined.
[0195] In the embodiments of the present application, i is less than or equal to N, j is less than or equal to N, i is not equal to j, and N is the total number of group sessions.
[0196] Taking the above example, N is 3, the terminal identifier set included in the group session 1 is determined as the first terminal identifier set, the terminal identifier set included in the group session 2 is determined as the second terminal identifier set, and the terminal identifier set included in the group session 3 is determined as the third terminal identifier set. Based on this, the first containing relationship between the first terminal identifier set and the second terminal identifier set, the second containing relationship between the first terminal identifier set and the third terminal identifier set, and the third containing relationship between the second terminal identifier set and the third terminal identifier set are determined.
[0197] In step S110, when the containing relationship represents that the i-th terminal identifier set is contained in the j-th terminal identifier set, the group session corresponding to the i-th terminal identifier set is logged out.
[0198] Taking the above example, the third containing relationship represents that the second terminal identifier set is contained in the third terminal identifier set, and that each active terminal included in the group session 2 can perform audio communication through the group session 3. On the premise of ensuring that the audio communication is not affected, the group session 2 can be logged out, i.e., deleted, thereby reducing the number of group sessions, so as to reduce the investment cost while ensuring normal audio communication.
[0199] Through the above steps S108 to S110, the group session that does not have the voice call condition can be determined and logged out, so that the number of group sessions can be reduced on the premise that the existing call environment is not affected. On the one hand, the memory can be released, the computing power can be saved, and the cost of operating and maintaining the group session can be reduced. On the other hand, the complexity of system management can be reduced, the management task of the server can be more clear and efficient, the management cost and potential management errors can be reduced, and the number of group sessions can be reduced to reduce the overall load of the system, reduce the conflicts and interference that may be caused by the simultaneous operation of multiple rooms, thereby improving the stability of the system, reducing the possibility of system crash or failure, and ensuring the normal operation of voice services. On the other hand, a unified communication environment can also be provided for users to avoid switching between different rooms, reduce the operation complexity, and improve the fluency and convenience of communication.
[0200] Referring to FIG. 9, FIG. 9 is a third flowchart of a voice interaction processing method provided by an embodiment of the present application. The voice interaction processing method provided by the embodiment of the present application will be described in combination with the steps shown in FIG. 9.
[0201] In step S201, in response to a creation instruction for a group session sent by a fourth terminal, first virtual position information of a virtual object corresponding to the fourth terminal in a game match is determined.
[0202] In the embodiments of the present application, the fourth terminal is any one of the terminals corresponding to the game match, the creation instruction is a creation instruction for the group session, the creation instruction can be an instruction triggered by the fourth terminal starting a certain mode, and the first virtual position information of the virtual object corresponding to the fourth terminal in the game match is determined through the game engine, where the virtual position information can be in the form of coordinates. For example, the first virtual position information is (x1, y1).
[0203] In step S202, the candidate region is determined based on the first virtual position information and the preset distance threshold, and the fifth terminals corresponding to the virtual objects located in the candidate region are obtained.
[0204] In some embodiments, the first virtual position information can be determined as the position information of the target point, and then a circular region with the target point as the origin and the distance threshold as the radius is determined as the candidate region. Alternatively, a square region with the distance threshold as the side length can be determined as the candidate region, and the center point of the candidate region is the target point corresponding to the first virtual position information. It can be understood that the candidate region can also be a region of other shapes, which is not limited in the embodiments of the present application.
[0205] In some embodiments, after the candidate region is determined, the virtual objects located in the candidate region can be determined based on the boundary information of the candidate region, and the terminals corresponding to the virtual objects located in the candidate region are determined as the fifth terminals. When the candidate region is a square, the boundary information of the candidate region can be the vertex coordinates of the opposite vertices of the square. Based on the second virtual position information of each virtual object and the vertex coordinates of the opposite vertices, the virtual objects located in the candidate region are determined.
[0206] In step S203, the third target terminal is determined from the plurality of fifth terminals, and the group session containing the fourth terminal and the third target terminal is created.
[0207] In some embodiments, the audio enable states of the fifth terminals are obtained, and the fifth terminal with the audio enable state being the valid state is determined as the third target terminal, so that it can be ensured that the terminals contained in the created group session are all valid terminals.
[0208] For example, the fifth terminals include U-5, U-6 and U-7, where the audio enable state of the terminal U-5 is the invalid state, and the audio enable states of the terminals U-6 and U-7 are the valid states. Therefore, the terminal U-6 and the terminal U-7 are determined as the third target terminals, and the group session containing the fourth terminal, the terminal U-6 and the terminal U-7 is created.
[0209] Through the steps S201 to S203, the group session can be successfully created based on the creation instruction, and the terminal in the candidate area with the audio enabled state being the valid state is added to the group session, thereby improving the humanization degree of the group session, improving the diversity of the group session, and enhancing the interestingness of the game match.
[0210] In some embodiments, after receiving the creation instruction for the group session sent by the fourth terminal, before determining the first virtual position information of the fourth terminal corresponding virtual object in the virtual scene, the audio enabled state of the fourth terminal is acquired in response to the creation instruction for the group session sent by the fourth terminal; when the audio enabled state of the fourth terminal is the valid state, step 201 is entered and the subsequent steps of creating the group session are performed; when the audio enabled state of the fourth terminal is the invalid state, it means that the fourth terminal cannot send voice to other terminals or output voice sent by other terminals at this time, and the creation condition of the group session is not met at this time. At this time, a prompt message of turning on the audio component is sent to the fourth terminal. After receiving the notification message of turning on the audio component sent by the fourth terminal, the audio enabled state of the fourth terminal is determined again. When the audio enabled state of the fourth terminal is the valid state, the subsequent creation process of the group session is performed. In this way, it can be ensured that after the group session is created, the fourth terminal as the creation initiator can input or output voice data.
[0211] In the following, an exemplary application of the embodiments of the present application in an actual application scenario will be described.
[0212] The embodiments of the present application provide a voice interaction processing method. According to the voice interaction processing method provided by the embodiments of the present application, the players (corresponding to the game team members in other embodiments) can be dynamically pulled into or moved out of the voice room according to the actual behavior of the players, thereby reducing the number of voice rooms in which a player exists at the same time. Pulling or moving a player into or out of a voice room means adding or moving a terminal logged in a game account of the player into or out of a virtual voice room. In the actual game match process, although there are many voice scenes, not every possible voice scene of every player will be used all the time. Taking game G-2 as an example, many players do not actually turn on the microphone to talk when they are in single row matching, or they only turn on the microphone to communicate key information when they need to talk, and the microphone is kept off during the rest of the match. The voice room corresponds to the group session in other embodiments.
[0213] In the embodiment of the present application, if the microphones of all the people in a game team are kept closed and only the loudspeakers are opened, the voice room of the game team will not be created because there is no real voice communication possibility generated by people speaking, and therefore the voice room is not needed to be created until a player opens the microphone and prepares to speak, and at this time the player opening the loudspeaker is pulled into the voice room in real time so that he can hear the sound of the other players, wherein the game team corresponds to the virtual team in other embodiments. Therefore, after using the voice interaction processing method provided by the embodiment of the present application, the cost of using the voice room will be greatly reduced and will no longer be proportional to the number of all possible voice scenes, but will be based on the actual situation of the real voice communication generated, which will not affect the experience of the players and can greatly reduce the creation cost and maintenance cost of the voice room.
[0214] FIG. 10 is a first interface display schematic diagram of an audio component provided by an embodiment of the present application, and FIG. 10 is an interface display schematic diagram of a player in a team formation scene outside the game, wherein the player can modify the state of the microphone and the loudspeaker in real time when forming the team, and the loudspeaker and the microphone correspond to the audio component in other embodiments. FIG. 10 includes an audio component 1001, through which the state of the microphone and the loudspeaker can be modified, and the state of the microphone includes full team opening, small team opening and closing, wherein full team opening is denoted as full team 011, small team opening is denoted as small team 012, and closing is denoted as closing 013 in FIG. 10; and the state of the loudspeaker includes full team 014, small team 015 and closing 016. When the state of the microphone is full team opening, it indicates that the microphone is opened for the full team, which is a virtual team; when the state of the microphone is small team opening, it indicates that the microphone is opened for the small team, which is a virtual team. The state of the loudspeaker is similar to that of the microphone, and will not be described herein again.
[0215] FIG. 11 is an interface display schematic diagram of player matching provided by an embodiment of the present application, and as shown in FIG. 11, the player 1101, the player 1102 and the player 1103 can enter the game match through matching.
[0216] FIG. 12 is a second interface display schematic diagram of an audio component provided by an embodiment of the present application, and similar to FIG. 10, the audio component 1001 is still included in the game match interface, through which the state of the microphone and the loudspeaker can be modified, and the state of the microphone includes full team 011, small team 012 and closing 013; and the state of the loudspeaker includes full team 014, small team 015 and closing 016. That is, after the player enters the game match, the player can still modify the state of the microphone and the state of the loudspeaker in real time.
[0217] Referring to FIG. 10 and FIG. 12, the player can change the status of the microphone and the speaker in real time both in the out-of-game and in the in-game. As shown in FIG. 10 and FIG. 12, in the normal mode, the status of the speaker and the microphone includes off, team and all, but in some special gameplays, the status of the speaker and the microphone can be increased, for example, the status of the speaker and the microphone can include team, all, camp, range, global and out-of-game team.
[0218] Referring to FIG. 12, the voiceprint display component 1201 is included, when the range voice is opened in some mode, if there is a player nearby, the voiceprint will change, and at this time the player can also hear the voice of the surrounding enemy player. After using the voice interaction processing method provided by the embodiment of the present application, the range voice scene is retained, and the experience of the player is not affected.
[0219] In the embodiment of the present application, no matter how complex the scene is, no matter how many players the game session includes, each player can be divided into two categories according to the microphone and speaker status of all players, one category is the valid voice player, and this category of valid voice player is pulled into the voice room, and the other category is the invalid voice player, and this category of invalid voice player does not enter the voice room.
[0220] Suppose the microphone and speaker status of player A and player B only has off and on. By enumerating all the status combinations, it is found that there are a total of 16 different combinations for this simple scene, because the microphone and speaker status combination of each player has a total of 2 times 2, that is, 4, which are off and off, off and on, on and off, and on and on. So there are a total of 4 times 4 different combinations for two players, that is, 16 different combinations, as shown in FIG. 13.
[0221] In the embodiments of the present application, "valid" is defined as a real communication between players, i.e. one player's speech can be heard by another player. This condition involves two basic conditions, one is that a player speaks, and the other is that other players listen to the player. In this simple example, as long as the microphone is on, everyone can speak, and as long as the speaker is on, everyone can hear. Therefore, in the above example, as long as one player's microphone is on and the other player's speaker is on, all possible conditions will be considered valid. Referring to FIG. 13, 16 different combinations correspond to 16 possible states, of which 7 belong to valid states, which are denoted as 1301, 1302, 1303, 1304, 1305, 1306 and 1307. When the states of player A and player B belong to the 7 valid states, a voice room needs to be created for player A and player B, and player A and player B are pulled in, i.e. a virtual voice room including the terminal used by player A and the terminal used by player B is created. Of course, in the actual game process, the microphone and speaker states of player A and player B are changing in real time, i.e. the microphone and speaker states of player A and player B will also dynamically change between valid and invalid states, based on which the voice room will also be dynamically created or destroyed according to the real-time states of the microphone and speaker. The following scenarios are the same.
[0222] In some embodiments, assuming that the microphone and speaker states remain unchanged, only one player C is added, as known from the above, there will be 4 times 4 times 4 possible combinations of three players, i.e. 64 possible combinations, as shown in FIG. 14. Similarly, by enumeration, there are 46 valid states among the 64 possible combinations, denoted as 1401 to 1446; 18 invalid states. Compared with FIG. 13, it can be found that compared with the 7 / 16 valid states of two players, the valid proportion of 46 / 64 of three players has increased, the reason is very simple, although the number of players has increased, the valid condition has not changed, it is still that a player speaks and other players listen to the player, i.e. as long as two players can meet this condition, the microphone and speaker states of the third player are irrelevant, so the valid proportion increases. However, if all players in the valid state are pulled into the voice room, the valid proportion will become larger and larger as the number of players increases, and the optimization effect will be diluted. Based on this, under the premise of valid state, the embodiments of the present application also need to determine the valid players in the valid state, and only the valid players are added to the voice room, and the invalid players in the valid state do not enter the voice room.
[0223] Take the active state 1439 and the active state 1441 in FIG. 14 as examples. In the active state 1439, player A and player B are valid players, and player C is an invalid player, so only player A and player B are pulled into the voice room. In the active state 1441, player A, B, and C are all valid players, so player A, B, and C are all pulled into the voice room. In this way, the cost of the voice room is further reduced. When the number of players increases, the same logic applies.
[0224] In some embodiments, when the microphone and speaker state becomes more, it is assumed that the state of the microphone and speaker includes off, squad, and full team. At this time, it is assumed that the number of players is 2, that is, the players still include player A and player B. If player A and player B are in the same squad at this time, as shown in FIG. 15, it includes active states 1501, 1502, 1503, 1504, 1505, 1506, and 1507. The case in FIG. 15 is similar to the case where the state of the microphone and speaker includes off and on. At this time, the squad and full team states of the microphone and speaker are equivalent to the on state in FIG. 13, because player A and player B are in the same squad and in the full team, so there is no difference between the selection of the two states.
[0225] Further, it is assumed that player A and player B are in different squads but in the full team. At this time, the situation is still similar, except that when the state of the microphone and speaker is off or squad, it is equivalent to the state of the microphone and speaker being off in FIG. 13, because there is only one player in the squad. It is only necessary to replace "off" in FIG. 15 with "off / squad", and replace "squad / full" in FIG. 15 with "full team".
[0226] In some embodiments, assume there are four players A, B, C, D, where players A, B are in the same squad, players C, D belong to another squad, and players A, B, C, D are in the whole team. At this time, the three states of closed, squad, and whole team each have different effects, then each player has 9 possible states, and there are 6561 possible states for four players. Referring to FIG. 16, taking the microphone state of players A, B, C as closed, the microphone state of player D as whole team, the speaker state of player A as squad, the speaker state of player B as whole team, and the speaker state of player D as closed as an example, there are 3 possible voice rooms in this scenario, which are the squad voice room X of players A, B, the squad voice room Y of players C, D, and the whole team voice room Z. For each voice room, analyze whether to create and which players to pull in. For voice room X, neither player A nor player B has the microphone open, so it does not meet the "valid" condition, so voice room X does not need to be created. For voice room Y, player D has the whole team microphone open, player D can talk to player C, player C has the squad speaker open, and player C can hear player D talk, so voice room Y is valid, create Y and pull players C, D in. For voice room Z, player D has the whole team microphone open, and player B has the whole team speaker open, so only player B can hear the whole team voice of player D, so create Z and pull players B, D in. Here, it is explained why only players B, D are in voice room Z, not player C. Although player D is talking with the whole team microphone, player C's speaker is selected as the squad, although player C can indeed hear player D's voice, but since player C can hear player D's voice through voice room Y, player C does not need to enter voice room Z. In summary, in this case, continue to refer to FIG. 16, the embodiment of the application only needs to create two voice rooms, and the number of players is 2(Y) and 2(Z), where 2(Y) means that voice room Y includes 2 players, and 2(Z) means that voice room Z includes 2 players. The unoptimized scheme needs to create three voice rooms, and the number of players is 2(X), 2(Y), and 4(Z) respectively.
[0227] In some embodiments, for the case of FIG. 16, for voice room X, neither player A nor player B has their microphone on, so the "valid" condition is not met, and thus voice room X need not be created. For voice room Y, player D has their squad microphone on, player D can talk to player C, player C has their squad speaker on, and player C can hear player D, so voice room Y is valid, and voice room Y' is created with players C, D. For voice room Z, player D has their squad microphone on, player B has their squad speaker on, and player C has their squad speaker on, so both player B and player C can hear player D's squad voice, and thus voice room Z' is created with players B, C, D. Based on this, since the players of voice room Z' include the players of voice room Y', voice room Y' is unregistered, and ultimately only voice room Z' is created, with a player count of 3 (Z').
[0228] In some embodiments, the microphone state of player C in FIG. 16 is changed from squad to squad, and no other changes are made, as shown in FIG. 17, where the players in voice room Z are players B, C, D. Because player C's speaker state is now squad, he can hear the squad microphone, and at the same time, player C is still in the squad room, because the squad speaker is a subset of the squad speaker. Continuing to refer to FIG. 17, thus in this case, voice room Y has players C, D, and voice room Z has players B, C, D.
[0229] In some embodiments, for the case of FIG. 17, voice room Y has players C, D, and voice room Z has players B, C, D, and since the players of voice room Z include the players of voice room Y, voice room Y can also be unregistered, and only voice room Z is kept, i.e., only voice room Z is created, with players B, C, D in the voice room Z.
[0230] In the game G-1, the planner wants to allow players to communicate with other players within a certain radius in some gameplays, even if the players within the certain radius are hostile players, the voice communication is allowed, so as to increase the interest and strategy of the game. In the related art, all players in the game are put into the same voice room, and then the "position" information is reported to perform voice filtering, that is, all players are in the same voice room, but the voice of a player can only be heard by other players within the range of the player, and the player can only hear the voice of other players within the range. As shown in FIG. 18, it can be found that the voice of the player E and the player F cannot be heard by any player, and the player E and the player F cannot talk to any player, so the player E and the player F are actually not needed in the voice room in this scenario, and therefore, the player E and the player F are moved out of the voice room by the voice interaction processing method provided in the embodiments of the present application, so as to reduce the cost. Therefore, the range voice room 1801 is optimized to the range voice room 1802.
[0231] By the voice interaction processing method provided in the embodiments of the present application, no matter how many voice scenarios may exist at the same time, for each voice scenario, whether the voice room needs to be created or destroyed is dynamically determined according to the state of the related players, and the number of players in each voice room is also dynamically changed, the purpose is to allow players who really need to join, and players who do not use the voice function do not enter, so as to save the cost to the maximum on the basis of ensuring the player experience.
[0232] FIG. 19 is a historical result display schematic diagram provided in the embodiments of the present application, 1901 refers to the historical result of the number of online players at the same time, 1901 includes two parts of curves 9011 and 9012, wherein the part 9011 refers to the change curve of the number of online players at the same time before the voice interaction processing method provided in the embodiments of the present application is used, and the part 9012 refers to the change curve of the number of online players at the same time after the voice interaction processing method provided in the embodiments of the present application is used, by comparing the curve 9011 and the curve 9012, it can be known that after the voice interaction processing method provided in the embodiments of the present application is used, the "number of online players at the same time" in the voice room is effectively reduced, from the peak of 5 million to the peak of 620,000, reduced by 87.6%. The "number of online players at the same time" in the voice room is not the actual number of players, but the sum of the number of players included in each voice room, and the "number of online players at the same time" refers to the product of the number of players using the voice room at the same time and the average number of voice rooms of each player. Since the embodiments of the present application will optimize the "invalid" situation according to the actual behavior of the players, the number of players using the voice room at the same time is reduced, and the number of voice rooms in which each player is located is also reduced, so the overall effect is good, and the cost can be optimized to one tenth.
[0233] Continuing to refer to FIG. 19, 1902 refers to the historical result of the number of bytes sent per second, 1902 includes two parts of curves 9021 and 9022, wherein the part 9021 refers to the change curve of the number of bytes sent per second before the speech interaction processing method provided by the embodiment of the present application is adopted, and the part 9022 refers to the change curve of the number of bytes sent per second after the speech interaction processing method provided by the embodiment of the present application is adopted. By comparing the curve 9021 and the curve 9022, it can be known that there is no difference in the data of the number of bytes sent per second before and after the speech interaction processing method provided by the embodiment of the present application is adopted, which indicates that the overall use of the speech function by the players is not changed before and after the speech interaction processing method provided by the embodiment of the present application is adopted. That is, it further proves that the cost reduction brought by the embodiment of the present application is due to the reasonable creation of the speech room, and is not due to the less use of the speech function by the players.
[0234] It can be understood that in the embodiment of the present application, the relevant data related to the team formation information, the first switch state of the audio input component, the second switch state of the audio output component, the second virtual position information, etc. The collection, use and processing of the relevant data need to comply with relevant laws, regulations and standards.
[0235] The following continues to illustrate an exemplary structure of the implementation of the speech interaction processing apparatus 455 provided by the embodiment of the present application as a software module. In some embodiments, as shown in FIG. 2, the software module stored in the speech interaction processing apparatus 455 in the memory 450 can include:
[0236] The first acquisition module 4551 is configured to acquire team formation information in a virtual scene, wherein the team formation information includes team identifiers of at least one virtual team, and terminal information corresponding to game players included in each virtual team; the second acquisition module 4552 is configured to acquire audio component states of each terminal corresponding to the virtual team from terminal information corresponding to the virtual team based on the team identifier of each virtual team; and the first determination module 4553 is configured to create a group session for speech interaction of the virtual team when it is determined that the group session creation condition is met based on the audio component states of each terminal corresponding to the virtual team.
[0237] In some embodiments, the audio component state includes a first switch state of an audio input component and a second switch state of an audio output component, and the software module in the voice interaction processing apparatus 455 further includes: a second determination module configured to determine, for each virtual team, an audio enable state of each terminal corresponding to the virtual team based on the first switch state of the audio input component and the second switch state of the audio output component of each terminal; a third determination module configured to determine an effective terminal based on the audio enable state of each terminal and determine a first number of effective terminals; and a fourth determination module configured to determine that the virtual team meets a group session creation condition when the first number of effective terminals is greater than a number threshold. Correspondingly, the first determination module 4553 is further configured to create a group session for voice interaction containing the effective terminals.
[0238] In some embodiments, the second determination module is further configured to: for each terminal, when it is determined, based on the second switch state of the audio output component of the terminal and the first switch state of the audio input component of a first other terminal, that the terminal can receive and output first audio information sent by the first other terminal, determine that the audio enable state of the terminal is an effective state, wherein the first other terminal is any other terminal in the virtual team except the terminal; or when it is determined, based on the first switch state of the audio input component of the terminal and the second switch state of the audio output component of a second other terminal, that the second other terminal can receive and output second audio information sent by the terminal, determine that the audio enable state of the terminal is an effective state, wherein the second other terminal is any other terminal in the virtual team except the terminal, and the second other terminal and the first other terminal are the same or different.
[0239] In some embodiments, the software module in the voice interaction processing apparatus 455 further includes: a fifth determination module configured to determine, when the second switch state of the audio output component of the terminal is an open state, a first open team corresponding to the audio output component of the terminal; a sixth determination module configured to determine, when the first switch state of the audio input component of the first other terminal is an open state, a second open team corresponding to the audio input component of the first other terminal; and a seventh determination module configured to determine, based on the teaming information, that the first other terminal belongs to the first open team and the terminal belongs to the second open team, that the terminal can receive and output the first audio information sent by the first other terminal.
[0240] In some embodiments, the second determining module is further configured to: for each of the terminals, when the first switch state of the audio input component of the terminal and the second switch state of the audio output component of the terminal are both in the off state, determining the audio enable state of the terminal as an invalid state; or when it is determined, based on the second switch state of the audio output component of the terminal and the first switch state of the audio input component of each of the third other terminals corresponding to the virtual team, that the terminal cannot receive and output the third audio information sent by the third other terminals corresponding to the virtual team, determining the audio enable state of the terminal as an invalid state, wherein the third other terminals are any terminals in the virtual team except the terminal; or when it is determined, based on the first switch state of the audio input component of the terminal and the second switch state of the audio output component of each of the third other terminals corresponding to the virtual team, that the third other terminals corresponding to the virtual team cannot receive and output the second audio information sent by the terminal, determining the audio enable state of the terminal as an invalid state.
[0241] In some embodiments, the software modules in the voice interaction processing apparatus 455 further include an eighth determining module configured to determine a third on team corresponding to the audio input component of the terminal when the first switch state of the audio input component of the terminal is in the on state.
[0242] A ninth determining module configured to determine a fourth on team corresponding to the audio output component of each of the first target terminals when there is a first target terminal whose second switch state of the audio output component is in the on state among each of the third other terminals corresponding to the virtual team; and a tenth determining module configured to determine that each of the third other terminals corresponding to the virtual team cannot receive and output the second audio information sent by the terminal when it is determined, based on the teaming information, that each of the first target terminals does not belong to the third on team or that the terminal does not belong to each of the fourth on team.
[0243] In some embodiments, the software modules in the voice interaction processing apparatus 455 further include a third obtaining module configured to obtain the first switch state of the audio input component and the second switch state of the audio output component of each of the valid terminals in the group session; and a deleting module configured to delete the second target terminal from the group session when there is a second target terminal whose first switch state and second switch state are both updated to the off state among each of the valid terminals, to obtain an updated group session.
[0244] In some embodiments, the software modules in the voice interaction processing apparatus 455 further include a fourth obtaining module configured to obtain a second number of active terminals included in the group session; and a first logging-off module configured to log off the group session when the second number of active terminals is less than or equal to a number threshold.
[0245] In some embodiments, the terminal information includes a terminal identifier, and the software modules in the voice interaction processing apparatus 455 further include a fifth obtaining module configured to obtain a set of terminal identifiers included in each group session when there are at least two group sessions in the virtual scene; an eleventh determining module configured to determine a containing relationship between an i-th terminal identifier set and a j-th terminal identifier set based on the i-th terminal identifier set and the j-th terminal identifier set, where i is less than or equal to N, j is less than or equal to N, i is not equal to j, and N is a total number of group sessions; and a second logging-off module configured to log off a group session corresponding to the i-th terminal identifier set when the containing relationship indicates that the i-th terminal identifier set is contained in the j-th terminal identifier set.
[0246] In some embodiments, the software modules in the voice interaction processing apparatus 455 further include a twelfth determining module configured to determine first virtual position information of a virtual object corresponding to a fourth terminal in the virtual scene in response to a creation instruction for a group session sent by the fourth terminal; a sixth obtaining module configured to determine a candidate region based on the first virtual position information and a preset distance threshold, and obtain a plurality of fifth terminals located in the candidate region; and a thirteenth determining module configured to determine a third target terminal from the plurality of fifth terminals, and create a group session containing the fourth terminal and the third target terminal.
[0247] In some embodiments, the thirteenth determining module is further configured to obtain an audio enabling state of each of the fifth terminals, and determine the fifth terminal with an active audio enabling state as the third target terminal.
[0248] In some embodiments, the apparatus further includes a seventh obtaining module configured to obtain an audio enabling state of the fourth terminal in response to a creation instruction for a group session sent by the fourth terminal; and a message sending module configured to send a prompt message for turning on an audio component to the fourth terminal when the audio enabling state of the fourth terminal is an inactive state.
[0249] The embodiment of the present application provides a computer program product or computer program, the computer program product or computer program includes computer executable instructions, the computer executable instructions are stored in a computer readable storage medium. The processor of the computer equipment reads the computer executable instructions from the computer readable storage medium, and the processor executes the computer executable instructions, so that the computer equipment executes the voice interaction processing method provided by the embodiment of the present application.
[0250] The embodiment of the present application provides a computer readable storage medium storing computer executable instructions, wherein the computer executable instructions are stored, when the computer executable instructions are executed by the processor, the processor will execute the voice interaction processing method provided by the embodiment of the present application, for example, the voice interaction processing method shown in Figure 4, Figure 8 and Figure 9.
[0251] In some embodiments, the computer readable storage medium can be FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc or CD-ROM and the like memory;It can also be various devices including one of the above memories or any combination.
[0252] In some embodiments, the computer executable instructions can be in the form of programs, software, software modules, scripts or codes, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and can be deployed in any form, including being deployed as independent programs or being deployed as modules, components, subroutines or other units suitable for use in a computing environment.
[0253] As an example, the computer executable instructions can be but not necessarily correspond to files in the file system, can be stored in part of the file storing other programs or data, for example, stored in one or more scripts in a Hyper Text Markup Language (HTML) document, stored in a single file dedicated to the program in question, or stored in multiple cooperative files (for example, files storing one or more modules, subroutines or code portions).
[0254] As an example, the computer executable instructions can be deployed to execute on one computing device, or execute on multiple computing devices located in one place, or execute on multiple computing devices distributed in multiple places and interconnected through a communication network.
[0255] The above is only an embodiment of the present application, and is not used to limit the protection scope of the present application. Any modification, equivalent replacement and improvement made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A voice interaction processing method applied to a computer device, the method comprising: obtaining team-up information in a virtual scene, the team-up information comprising team identifiers of at least one virtual team and terminal information corresponding to game players included in each virtual team; obtaining, based on the team identifier of each virtual team, an audio component state of each terminal corresponding to the virtual team from the terminal information corresponding to the virtual team; when it is determined that a group session creation condition is met based on the audio component state of each terminal corresponding to the virtual team, creating a group session for voice interaction of the virtual team.
2. The method of claim 1, wherein, The audio component state comprises a first switch state of an audio input component and a second switch state of an audio output component, and the method further comprises: for each virtual team, determining an audio enable state of each terminal corresponding to the virtual team based on the first switch state of the audio input component and the second switch state of the audio output component of each terminal; determining a terminal with an audio enable state as an effective terminal, and determining a first number of effective terminals; when the first number of effective terminals is greater than a number threshold, determining that the virtual team meets the group session creation condition; correspondingly, the creating a group session for voice interaction of the virtual team comprises: creating the group session comprising the effective terminals.
3. The method of claim 2, wherein, The determining an audio enable state of each terminal based on the first switch state of the audio input component and the second switch state of the audio output component of each terminal corresponding to the virtual team comprises: for each terminal, when it is determined that the terminal can receive and output first audio information sent by a first other terminal based on the second switch state of the audio output component of the terminal and the first switch state of the audio input component of the first other terminal, the audio enable state of the terminal is determined as an effective state, wherein the first other terminal is any terminal in the virtual team except the terminal; or when it is determined that a second other terminal can receive and output second audio information sent by the terminal based on the first switch state of the audio input component of the terminal and the second switch state of the audio output component of the second other terminal, the audio enable state of the terminal is determined as an effective state, wherein the second other terminal is any terminal in the virtual team except the terminal, and the second other terminal and the first other terminal are the same or different.
4. The method of claim 3, wherein, The method further comprises: when the second switch state of the audio output component of the terminal is an open state, determining a first open team corresponding to the audio output component of the terminal; when the first switch state of the audio input component of the first other terminal is an open state, determining a second open team corresponding to the audio input component of the first other terminal; when it is determined that the first other terminal belongs to the first open team and the terminal belongs to the second open team based on the team-up information, it is determined that the terminal can receive and output the first audio information sent by the first other terminal.
5. The method of claim 2, wherein, The method further comprises: determining the audio enable state of each terminal based on the first switch state of the audio input component and the second switch state of the audio output component of each terminal in the virtual team, including: when the first switch state of the audio input component and the second switch state of the audio output component of each terminal are both in the closed state, determining the audio enable state of the terminal as the invalid state; or, when it is determined that the terminal cannot receive and output the third audio information sent by each third other terminal corresponding to the virtual team based on the second switch state of the audio output component of the terminal and the first switch state of the audio input component of each third other terminal corresponding to the virtual team, determining the audio enable state of the terminal as the invalid state, wherein the third other terminal is any terminal in the virtual team except the terminal; or, 6. The method of claim 5, wherein, when it is determined that each third other terminal corresponding to the virtual team cannot receive and output the second audio information sent by the terminal based on the first switch state of the audio input component of the terminal and the second switch state of the audio output component of each third other terminal corresponding to the virtual team, determining the audio enable state of the terminal as the invalid state. The method further comprises: when the first switch state of the audio input component of the terminal is in the open state, determining a third open team corresponding to the audio input component of the terminal; when there is a first target terminal in each third other terminal corresponding to the virtual team whose second switch state of the audio output component is in the open state, respectively determining a fourth open team corresponding to the audio output component of each first target terminal; 7. The method according to any one of claims 2 to 6, wherein, when it is determined that each first target terminal does not belong to the third open team based on the teaming information, or it is determined that the terminal does not belong to each fourth open team, determining that each third other terminal corresponding to the virtual team cannot receive and output the second audio information sent by the terminal. The method further comprises: obtaining the first switch state of the audio input component and the second switch state of the audio output component of each valid terminal in the group session; 8. The method of claim 7, wherein, when there is a second target terminal in each valid terminal whose first switch state and second switch state are both updated to the closed state, deleting the second target terminal from the group session to obtain an updated group session. The method further comprises: obtaining the second valid terminal quantity of the valid terminals included in the group session; 9. The method of any one of claims 1 to 6, wherein, when the second valid terminal quantity is less than or equal to the quantity threshold, logging out of the group session. The terminal information includes a terminal identifier, and the method further comprises: when there are at least two group sessions in the virtual scene, obtaining a terminal identifier set included in each group session; determining the inclusion relationship between the i-th terminal identifier set and the j-th terminal identifier set based on the i-th terminal identifier set and the j-th terminal identifier set, wherein i is less than or equal to N, j is less than or equal to N, i is not equal to j, and N is the total number of group sessions; When the containing relationship indicates that the ith terminal identifier set is contained in the jth terminal identifier set, log out a group session corresponding to the ith terminal identifier set.
10. The method of any one of claims 1 to 6, wherein, The method further comprises: in response to a creation instruction for a group session sent by a fourth terminal, determining first virtual position information of a virtual object corresponding to the fourth terminal in the virtual scene; based on the first virtual position information and a preset distance threshold, determining a candidate region, and obtaining a plurality of fifth terminals located in the candidate region; determining a third target terminal from the plurality of fifth terminals, and creating a group session containing the fourth terminal and the third target terminal.
11. The method of claim 10, wherein, The determination of the third target terminal from the plurality of fifth terminals comprises: obtaining an audio enabled state of each of the fifth terminals; determining the fifth terminal with the audio enabled state as an effective state as the third target terminal.
12. The method of claim 10, wherein, Before determining the first virtual position information of the virtual object corresponding to the fourth terminal in the virtual scene, the method further comprises: in response to the creation instruction for the group session sent by the fourth terminal, obtaining an audio enabled state of the fourth terminal; when the audio enabled state of the fourth terminal is an invalid state, sending a prompt message to the fourth terminal to turn on the audio component.
13. A voice interaction processing apparatus, the apparatus comprising: a first obtaining module configured to obtain team-up information in a virtual scene, the team-up information including team identifier of at least one virtual team, and terminal information corresponding to game players in each virtual team; a second obtaining module configured to obtain audio component state of each terminal corresponding to the virtual team from the terminal information corresponding to the virtual team based on the team identifier of each virtual team; a first determining module configured to create a group session for voice interaction of the virtual team when it is determined that a group session creation condition is met based on the audio component state of each terminal corresponding to the virtual team.
14. A computer device, the computer device comprising: a memory for storing computer executable instructions; a processor for executing the computer executable instructions stored in the memory to implement the voice interaction processing method in any one of claims 1 to 12.
15. A computer readable storage medium storing computer executable instructions, the computer executable instructions being executed by a processor to implement the voice interaction processing method in any one of claims 1 to 12.
16. A computer program product comprising a computer program or computer executable instructions, the computer program or computer executable instructions being executed by a processor to implement the voice interaction processing method in any one of claims 1 to 12.
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