Game vibration generation method and apparatus, electronic device, storage medium, and product
By using background information collected from the operating system during game program operation to generate vibration effect commands, the problem of insufficient built-in vibration effects in existing technologies is solved, achieving rich vibration effects and reducing update costs.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- AAC ACOUSTIC TECH (SHANGHAI) CO LTD
- Filing Date
- 2024-12-12
- Publication Date
- 2026-06-18
AI Technical Summary
The number of built-in vibration effects in existing video games is limited, resulting in a poor user experience. Furthermore, these effects are fixed to game events, leading to high update costs.
By receiving game interface information from the operating system, loading a pre-set model, and generating vibration effect commands that match the current scene based on event fusion information, the system sends the commands to the operating system in real time to trigger vibration.
It improved the user experience, reduced game update costs, enriched vibration effects, and enhanced user engagement.
Smart Images

Figure CN2024138877_18062026_PF_FP_ABST
Abstract
Description
Game vibration generation methods and devices, electronic devices, storage media, products Technical Field
[0001] This invention relates to the field of game vibration generation technology, and in particular to a game vibration generation method and apparatus, electronic device, storage medium, and product. Background Technology
[0002] Currently, motion-sensing vibration effects in video games are typically packaged within the game program. During gameplay, the game's own logic controls the selection and distribution of vibration effects to the vibrating device. However, this approach has the following drawbacks: First, many video games that have already been developed and launched do not have enough built-in vibration effects, resulting in a poor user experience. Adding other vibration effects beyond those built into these games requires updating the game itself, which is usually costly. Second, the vibration effects built into video games are typically only related to events within the game itself, making them fixed and monotonous. Summary of the Invention
[0003] The present invention aims to solve at least one of the problems existing in the prior art, and to provide a method and apparatus for generating game vibration, an electronic device, a storage medium, and a product.
[0004] In one aspect, the present invention provides a method for generating game vibrations, the method comprising:
[0005] Receive basic game information of the current game displayed on the game interface from the operating system;
[0006] Based on the game's basic information, a corresponding preset model is loaded; wherein, the preset model includes the game resources, interaction mode, and preset vibration effect corresponding to the current game;
[0007] Obtain event fusion information during the game process from the operating system;
[0008] Based on the preset model and the event fusion information, a vibration effect command that conforms to the current scene is generated;
[0009] The vibration effect command is sent to the operating system to trigger the corresponding vibration.
[0010] Optionally, obtaining event fusion information during the game from the operating system includes: obtaining game events that occur when the user operates a virtual character on the game interface from the operating system;
[0011] The step of generating vibration effect commands that conform to the current scene based on the preset model and the event fusion information includes: generating the vibration effect commands based on the preset model and the game events.
[0012] Optionally, generating the vibration effect command based on the preset model and the game event includes:
[0013] Based on the game resources and the interaction mode, determine the first game resource and the first interaction mode corresponding to the game event;
[0014] Select the first vibration effect corresponding to the first game resource and the first interaction mode from the preset vibration effects;
[0015] Generate the vibration effect command corresponding to the first vibration effect.
[0016] Optionally, obtaining event fusion information during the game from the operating system includes: obtaining game events and system information that occur when the user operates the virtual character on the game interface from the operating system; the system information includes the operating system's time information, geographical location information, and sensor information in the current scene;
[0017] The step of generating vibration effect instructions that conform to the current scene based on the preset model and the event fusion information includes: generating the vibration effect instructions based on the preset model, the game events, and the system information.
[0018] Optionally, generating the vibration effect command based on the preset model, the game event, and the system information includes:
[0019] Based on the game resources and the interaction mode, determine the second game resources and the second interaction mode corresponding to the game event;
[0020] Based on the second game resource, the second interaction mode, and the system information, select the corresponding second vibration effect from the preset vibration effects;
[0021] Generate the vibration effect command corresponding to the second vibration effect.
[0022] Optionally, generating the vibration effect command based on the preset model, the game event, and the system information includes:
[0023] Based on the game resources and the interaction mode, determine the third game resource and the third interaction mode corresponding to the game event;
[0024] Based on the third game resource and the third interaction mode, select the corresponding third vibration effect from the preset vibration effects;
[0025] Based on the system information, a vibration effect command corresponding to the third vibration effect is generated.
[0026] In another aspect, the present invention provides a game vibration generating device, the game vibration generating device comprising:
[0027] The receiving module is used to receive the basic game information of the current game displayed on the game interface obtained by the operating system;
[0028] The loading module is used to load the corresponding preset model based on the game's basic information; wherein, the preset model includes the game resources, interaction mode, and preset vibration effect corresponding to the current game;
[0029] The acquisition module is used to acquire event fusion information during the game process from the operating system;
[0030] The generation module is used to generate vibration effect instructions that conform to the current scene based on the preset model and the event fusion information;
[0031] The sending module is used to send the vibration effect command to the operating system to trigger the corresponding vibration.
[0032] Another aspect of the present invention provides an electronic device comprising:
[0033] At least one processor; and,
[0034] A memory that is communicatively connected to at least one processor; wherein,
[0035] The memory stores instructions that can be executed by at least one processor, which enables the at least one processor to execute the game vibration generation method described above.
[0036] In another aspect, the present invention provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the game vibration generation method described above.
[0037] In another aspect, the present invention provides a computer program product, including a computer program that, when executed by a processor, implements the game vibration generation method described above.
[0038] Compared to existing technologies, this invention receives basic game information displayed on the game interface from the operating system, loads a corresponding preset model based on this information, and generates a vibration effect command that matches the current scene based on the preset model and event fusion information obtained from the operating system. This vibration effect command is then sent to the operating system to trigger the corresponding vibration. The invention allows the operating system to collect information in the background during game operation and generate and send the most suitable vibration effect in real time. This achieves real-time addition of vibration effects to the game while overcoming the limitations of built-in game vibration effects, improving user experience, and reducing game update costs associated with enhancing vibration effects. Attached Figure Description
[0039] One or more embodiments are illustrated by way of example with the corresponding pictures in the accompanying drawings. These illustrations do not constitute a limitation on the embodiments. Elements with the same reference numerals in the drawings are denoted as similar elements. Unless otherwise stated, the figures in the drawings are not to be limited by scale.
[0040] Figure 1 is a schematic diagram of a game vibration generation method provided by the prior art;
[0041] Figure 2 is a schematic diagram of a game vibration generation method provided by an embodiment of the present invention;
[0042] Figure 3 is a flowchart of a game vibration generation method provided by another embodiment of the present invention;
[0043] Figure 4 is a logic diagram of a game vibration generation method provided by another embodiment of the present invention;
[0044] Figure 5 is a schematic diagram of a game vibration generation device provided in another embodiment of the present invention;
[0045] Figure 6 is a schematic diagram of the structure of an electronic device provided in another embodiment of the present invention. Detailed Implementation
[0046] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the various embodiments of the present invention will be described in detail below with reference to the accompanying drawings. However, those skilled in the art will understand that many technical details are presented in the various embodiments of the present invention to facilitate a better understanding of the invention. However, the technical solutions claimed in the present invention can be implemented even without these technical details and with various variations and modifications based on the following embodiments. The division of the various embodiments below is for ease of description and should not constitute any limitation on the specific implementation of the present invention. The various embodiments can be combined with and referenced by each other without contradiction.
[0047] As shown in Figure 1, in existing technologies, vibration effects in video games are entirely built into the game program. When the game program runs on a game console, it selects vibration effects through its own logic and sends the selected effects to the operating system, which then triggers the vibrator to achieve the corresponding vibration effect. However, video games that have been developed and launched typically have a limited number of pre-installed vibration effects, resulting in a poor user experience. To improve the user experience by adding more vibration effects, the only solution is to update the game program to include more vibration effects. However, this update method is usually very costly and not cost-effective for video game developers and operators. Furthermore, the vibration effects built into the game program are usually only related to events within the game itself, resulting in fixed and monotonous types.
[0048] To address this, the present invention provides a game vibration generation method, as shown in Figure 2. This method is applied to a vibration effect assistant program in a game console, independent of the game program and operating system. This method enables the vibration effect assistant program to collect information with the support of the operating system, generate vibration effects based on the collected information, and send the generated vibration effects to the operating system. The operating system then triggers the vibrator to achieve the corresponding vibration effect, thereby improving the user experience and reducing game update costs. The collected information can be game program-related information, or system information associated with the operating system, sensor information, etc. Console manufacturers can use the game vibration generation method provided by this invention to add vibration effects to third-party games integrated into their consoles.
[0049] The game vibration generation method provided by this invention can utilize the parallel computing power of the device running the game program to complete information collection in the background during the game program's operation. It then uses the collected information to generate and distribute vibration effects most suitable for the current scene in real time, thus overcoming the limitations of built-in game vibration effects, improving the user experience, and is applicable to console manufacturers adding vibration effects to third-party games integrated into their consoles. The game vibration generation method provided by this invention will be described in detail below with reference to Figure 3.
[0050] As shown in Figure 3, one embodiment of the present invention provides a game vibration generation method including steps S310 to S350.
[0051] Step S310: Receive the basic game information of the current game displayed on the game interface obtained by the operating system.
[0052] Specifically, basic game information may include, but is not limited to, game name, game version, and game type. During game program operation, when the user enters the game interface, the operating system can obtain the current game's basic information displayed on the game interface in real time and notify the vibration effect assistant program, enabling the vibration effect assistant program to receive the game's basic information.
[0053] Step S320: Load the corresponding preset model based on the game's basic information. The preset model includes the game resources, interaction modes, and preset vibration effects corresponding to the current game.
[0054] Specifically, the game resources, interaction modes, and preset vibration effects in the pre-set model can be specific to the current game itself or to the corresponding game genre. Game resources may include, but are not limited to, the game's button layout and virtual character image features. Interaction modes refer to the way the user interacts with the game, and may include, but are not limited to, virtual character operation modes, game environment interaction modes, voice and gesture recognition modes, and dialogue and story interaction modes. Pre-set vibration effects may include, but are not limited to, typical vibration effects for various typical game scenarios, such as vibration effects corresponding to different game resources or interaction modes in different game scenarios.
[0055] It should be noted that, in order to add personalized vibration effects to more types of games, those skilled in the art can set different preset models for different types of games. For example, when the game type includes combat, environmental interaction, vehicle driving, story, and achievement and reward games, those skilled in the art can set preset models for combat, environmental interaction, vehicle driving, story, and achievement and reward games respectively.
[0056] Step S330: Obtain event fusion information during the game process from the operating system.
[0057] Specifically, during gameplay, the operating system collects information in real time. This information can include game visuals, sound input and output, user actions, and various events triggered by these actions, such as input events, interaction events, and changes in the game environment. It can also include system information and sensor information associated with the operating system. Therefore, step S330 can obtain any one or more of the above information from the operating system as event fusion information.
[0058] Step S340: Based on the preset model and event fusion information, generate vibration effect instructions that conform to the current scene.
[0059] Specifically, step S340 can first determine the specific game resources or interaction modes related to the event fusion information in the preset model, and then use the preset vibration effect corresponding to the specific game resources or interaction modes as the vibration effect that conforms to the current scene, and generate the vibration effect instruction corresponding to the vibration effect. For example, the vibration effect instruction may include information such as vibration time, vibration duration, vibration intensity, and vibration location.
[0060] Step S350: Send the vibration effect command to the operating system to trigger the corresponding vibration.
[0061] Specifically, after generating the vibration effect command, step S350 sends the vibration effect command to the operating system, causing the operating system to execute the vibration effect command, thereby triggering the corresponding vibrator to generate vibration and achieving the vibration effect indicated by the vibration effect command.
[0062] The game vibration generation method provided by this invention, compared with the prior art, receives basic game information displayed on the game interface from the operating system, loads a corresponding preset model based on the basic game information, generates a vibration effect command that matches the current scene based on the preset model and event fusion information obtained from the operating system during the game process, and sends the vibration effect command to the operating system to trigger the corresponding vibration. It can utilize the operating system to collect information in the background during the game program's operation, and use the collected information to generate and send the vibration effect that best matches the current scene in real time. While realizing the real-time addition of vibration effects to the game, it gets rid of the limitations of the game's built-in vibration effects, improves the user experience, and reduces the game update costs incurred in improving the game's vibration effects.
[0063] For example, the event fusion information obtained from the operating system in step S330 during the game process may include game events. Here, game events refer to events related to the current game triggered by user operations, such as changes in the game screen, changes in game sound effects, and input events such as touchscreen input and button input. In this case, step S330 includes: obtaining game events that occur when the user operates the virtual character on the game interface from the operating system. Step S340 includes: generating vibration effect commands based on a preset model and game events.
[0064] By generating vibration effect commands based on preset models and game events, the vibration effects corresponding to the vibration effect commands can be made more in line with the current game scene, further improving the user experience.
[0065] The process of generating vibration effect commands based on preset models and game events includes: determining the first game resource and the first interaction mode corresponding to the game event based on game resources and interaction modes; selecting the first vibration effect corresponding to the first game resource and the first interaction mode from preset vibration effects; and generating the vibration effect command corresponding to the first vibration effect.
[0066] For example, suppose the game resources in the preset model include virtual characters and virtual vehicles, the interaction mode includes controlling the virtual character or virtual vehicle to move forward, and the corresponding preset vibration effect includes a continuous slight vibration for 3 seconds. If the game event collected from the operating system is that the virtual vehicle in the game screen has moved in the forward direction, then the first game resource corresponding to this game event is the virtual vehicle, the first interaction mode corresponding to this game event is the virtual vehicle moving forward, and the first vibration effect is a continuous slight vibration for 3 seconds. This first vibration effect is the vibration effect that matches the current scene. Step S340 generates the vibration effect command corresponding to the first vibration effect, and then step S350 sends the vibration effect command to the operating system to trigger the corresponding vibration, thus realizing the first vibration effect.
[0067] By identifying the first game resource and the first interaction mode corresponding to the game event, and generating a corresponding vibration effect command based on the first vibration effect corresponding to the first game resource and the first interaction mode, the actual vibration effect generated by executing the vibration effect command can be more closely related to the user's operation, further enhancing the user's sense of participation.
[0068] For example, the event fusion information obtained from the operating system in step S330 during the game process may include not only game events but also system information. The system information includes the operating system's time information, geographical location information, and sensor information in the current scene. In this case, step S330 includes: obtaining game events and system information generated when the user interacts with the virtual character on the game interface from the operating system. Step S340 includes: generating vibration effect commands based on a preset model, game events, and system information.
[0069] By generating vibration effect commands based on preset models, game events, and system information, the final vibration effect is not only related to game events but also closely integrated with system information, further enriching the vibration effects in the game and enhancing the user experience.
[0070] For example, generating vibration effect instructions based on preset models, game events, and system information may include: determining a second game resource and a second interaction mode corresponding to the game event based on game resources and interaction modes; selecting a corresponding second vibration effect from preset vibration effects based on the second game resource, the second interaction mode, and system information; and generating a vibration effect instruction corresponding to the second vibration effect.
[0071] Specifically, different system information can correspond to different preset vibration effects. For example, to reflect the differences between different regions, different regions can correspond to different preset vibration effects. Suppose the second game resource is a virtual character, and the second interaction mode is the virtual character moving forward. In this case, the second vibration effect corresponding to region A is a continuous slight vibration for 3 seconds, and the second vibration effect corresponding to region B is a continuous strong vibration for 3 seconds. Then, when the geographical location information obtained from the operating system is region B, the second vibration effect of continuous strong vibration for 3 seconds is selected, and the vibration effect instruction for this second vibration effect is generated so that the operating system executes the vibration effect instruction to achieve the continuous strong vibration for 3 seconds.
[0072] This implementation method selects a corresponding second vibration effect based on the second game resources, the second interaction mode, and system information, and generates a vibration effect command corresponding to the second vibration effect, which can further enrich the vibration effects in the game and improve the user experience.
[0073] For example, generating vibration effect commands based on preset models, game events, and system information may further include: determining a third game resource and a third interaction mode corresponding to the game event based on game resources and interaction modes; selecting a corresponding third vibration effect from preset vibration effects based on the third game resource and the third interaction mode; and generating vibration effect commands corresponding to the third vibration effect in combination with system information.
[0074] Specifically, in addition to the third vibration effect, the vibration effect command can also incorporate system information. For example, assuming the third vibration effect is a slight vibration for 5 seconds at the top of the hour, if the system information obtained from the operating system includes the time information 8:15, the generated vibration effect command could include the information to implement a slight vibration for 5 seconds at 9:00, so that the operating system triggers the corresponding vibrator at 9:00 to achieve the vibration effect of a slight vibration for 5 seconds at the top of the hour.
[0075] This implementation method selects the corresponding third vibration effect based on third game resources and third interaction mode, and generates vibration effect commands corresponding to the third vibration effect in combination with system information, which can further enrich the vibration effects in the game and improve the user experience.
[0076] It should be noted that the terms "first," "second," and "third" used in the above embodiments of the present invention are merely to distinguish similar objects and do not represent specific limitations on the objects. For example, the first game resource, the second game resource, and the third game resource may be the same as each other or different. Similarly, the first interaction mode, the second interaction mode, and the third interaction mode may also be the same as or different.
[0077] To enable those skilled in the art to better understand the above embodiments, a specific example is provided below for illustration.
[0078] As shown in Figure 4, a method for generating game vibrations, applied to a vibration effects assistant program, is implemented through the following steps:
[0079] 1. The user enters the game program interface.
[0080] 2. The game program uses the operating system to perform relevant initialization tasks, such as initializing the game window, audio and video devices, input and output devices, and network connections, before starting the game.
[0081] 3. The operating system will notify the vibration effect assistant program of the basic game information (including but not limited to game name, game version, game type, etc.) obtained from the game program.
[0082] 4. The vibration effect assistant program receives the basic game information sent by the operating system and loads the preset model corresponding to the game name, game version or game type. The preset model may include, but is not limited to, the game's button layout, virtual character image features, virtual character operation mode, typical vibration effects, etc.
[0083] 5. Users operate virtual characters on the game interface displayed in the game program.
[0084] 6. Game events triggered by user operations in the game program (such as touch screen, button input events, screen changes, game sound effects changes, etc.) are collected by the operating system.
[0085] 7. The vibration effect assistant program collects game events from the operating system, and can also request system information (such as time, geographical location, etc.) and sensor information (such as microphone input, etc.) from the operating system.
[0086] 8. The vibration effect assistant program generates vibration effect commands that match the current scene based on the loaded preset model and game events, system information, and sensor information collected from the operating system.
[0087] 9. The vibration effect command generated by the vibration effect assistant program is sent to the operating system to trigger the corresponding vibration.
[0088] Another embodiment of the present invention relates to a game vibration generation device, as shown in FIG5, including a receiving module 510, a loading module 520, an acquisition module 530, a generation module 540, and a sending module 550.
[0089] The receiving module 510 is used to receive the basic game information of the current game displayed on the game interface obtained by the operating system.
[0090] The loading module 520 is used to load the corresponding preset models based on the game's basic information. These preset models include game resources, interaction modes, and preset vibration effects for the current game.
[0091] The acquisition module 530 is used to acquire event fusion information during the game process from the operating system.
[0092] The generation module 540 is used to generate vibration effect instructions that conform to the current scene based on the preset model and event fusion information.
[0093] The sending module 550 is used to send vibration effect commands to the operating system to trigger the corresponding vibration.
[0094] The specific implementation method of the game vibration generation device provided in the embodiments of the present invention can be found in the game vibration generation method provided in the embodiments of the present invention, and will not be repeated here.
[0095] The game vibration generation device provided in this invention, compared with the prior art, receives basic game information displayed on the game interface from the operating system, loads a corresponding preset model based on the basic game information, generates a vibration effect command that matches the current scene based on the preset model and event fusion information obtained from the operating system during the game process, and sends the vibration effect command to the operating system to trigger the corresponding vibration. It can use the operating system to collect information in the background during the game program, and use the collected information to generate and send the vibration effect that best matches the current scene in real time. While realizing the real-time addition of vibration effects to the game, it gets rid of the limitation of the game's built-in vibration effects, improves the user experience, and reduces the game update costs incurred in improving the game vibration effects.
[0096] Another embodiment of the present invention relates to an electronic device, as shown in FIG6, comprising:
[0097] At least one processor 601; and,
[0098] A memory 602 is communicatively connected to at least one processor 601; wherein,
[0099] The memory 602 stores instructions that can be executed by at least one processor 601, which enables the at least one processor 601 to perform the game vibration generation method described in the above embodiments.
[0100] The memory and processor are connected via a bus, which can include any number of interconnecting buses and bridges, connecting various circuits of one or more processors and memories. The bus can also connect various other circuits, such as peripheral devices, voltage regulators, and power management circuits, which are well known in the art and will not be described further herein. The bus interface provides an interface between the bus and the transceiver. The transceiver can be a single element or multiple elements, such as multiple receivers and transmitters, providing a unit for communicating with various other devices over a transmission medium. Data processed by the processor is transmitted over the wireless medium via an antenna, which further receives data and transmits it to the processor.
[0101] The processor manages the bus and general processing, and also provides various functions, including timing, peripheral interfaces, voltage regulation, power management, and other control functions. Memory is used to store data used by the processor during operation.
[0102] Another embodiment of the present invention relates to a computer-readable storage medium storing a computer program that, when executed by a processor, implements the game vibration generation method described in the above embodiments.
[0103] That is, those skilled in the art will understand that all or part of the steps in the methods described in the above embodiments can be implemented by a program instructing related hardware. This program is stored in a storage medium and includes several instructions to cause a device (which may be a microcontroller, chip, etc.) or processor to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0104] Another embodiment of the present invention relates to a computer program product, including a computer program that, when executed by a processor, implements the game vibration generation method described in the above embodiments.
[0105] Those skilled in the art will understand that the above embodiments are specific implementations of the present invention, and in practical applications, various changes can be made in form and detail without departing from the spirit and scope of the present invention.
Claims
1. A method for generating game vibrations, characterized in that, The game vibration generation method includes: Receive basic game information of the current game displayed on the game interface from the operating system; Based on the game's basic information, a corresponding preset model is loaded; wherein, the preset model includes the game resources, interaction mode, and preset vibration effect corresponding to the current game; Obtain event fusion information during the game process from the operating system; Based on the preset model and the event fusion information, a vibration effect command that conforms to the current scene is generated; The vibration effect command is sent to the operating system to trigger the corresponding vibration.
2. The game vibration generation method according to claim 1, characterized in that, The step of obtaining event fusion information from the operating system during the game process includes: obtaining game events that occur when the user operates the virtual character on the game interface from the operating system; The step of generating vibration effect commands that conform to the current scene based on the preset model and the event fusion information includes: generating the vibration effect commands based on the preset model and the game events.
3. The game vibration generation method according to claim 2, characterized in that, The step of generating the vibration effect command based on the preset model and the game event includes: Based on the game resources and the interaction mode, determine the first game resource and the first interaction mode corresponding to the game event; Select the first vibration effect corresponding to the first game resource and the first interaction mode from the preset vibration effects; Generate the vibration effect command corresponding to the first vibration effect.
4. The game vibration generation method according to claim 1, characterized in that, The step of obtaining event fusion information from the operating system during the game process includes: obtaining game events and system information that occur when the user operates the virtual character on the game interface from the operating system; the system information includes the operating system's time information, geographical location information, and sensor information in the current scene; The step of generating vibration effect instructions that conform to the current scene based on the preset model and the event fusion information includes: generating the vibration effect instructions based on the preset model, the game events, and the system information.
5. The game vibration generation method according to claim 4, characterized in that, The step of generating the vibration effect command based on the preset model, the game event, and the system information includes: Based on the game resources and the interaction mode, determine the second game resources and the second interaction mode corresponding to the game event; Based on the second game resource, the second interaction mode, and the system information, select the corresponding second vibration effect from the preset vibration effects; Generate the vibration effect command corresponding to the second vibration effect.
6. The game vibration generation method according to claim 4, characterized in that, The step of generating the vibration effect command based on the preset model, the game event, and the system information includes: Based on the game resources and the interaction mode, determine the third game resource and the third interaction mode corresponding to the game event; Based on the third game resource and the third interaction mode, select the corresponding third vibration effect from the preset vibration effects; Based on the system information, a vibration effect command corresponding to the third vibration effect is generated.
7. A game vibration generation device, characterized in that, The game vibration generation device includes: The receiving module is used to receive the basic game information of the current game displayed on the game interface obtained by the operating system; The loading module is used to load the corresponding preset model based on the game's basic information; wherein, the preset model includes the game resources, interaction mode, and preset vibration effect corresponding to the current game; The acquisition module is used to acquire event fusion information during the game process from the operating system; The generation module is used to generate vibration effect instructions that conform to the current scene based on the preset model and the event fusion information; The sending module is used to send the vibration effect command to the operating system to trigger the corresponding vibration.
8. An electronic device, characterized in that, include: At least one processor; as well as, A memory communicatively connected to the at least one processor; wherein, The memory stores instructions that can be executed by the at least one processor to enable the at least one processor to perform the game vibration generation method according to any one of claims 1 to 6.
9. A computer-readable storage medium storing a computer program, characterized in that, When the computer program is executed by the processor, it implements the game vibration generation method according to any one of claims 1 to 6.
10. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by the processor, it implements the game vibration generation method according to any one of claims 1 to 6.