Dynamic Audio Matching for Virtual Objects
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Solution Overview
Problem
Existing audio playing methods require high maintenance costs and low efficiency due to the need for pre-stored correspondences between virtual objects and audio resources, which fail to accurately reflect the images or states of newly generated virtual objects, leading to poor adaptability.
Innovation Solution
An audio playing method and apparatus that dynamically obtain behavior or appearance information of virtual objects, match it with play triggering conditions, and play corresponding audio resources, using a processor to classify and process attribute information to determine suitable audio resources, eliminating the need for pre-stored correspondences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If pre-stored correspondences between virtual objects and audio resources are used, then audio playing can be implemented, but maintenance cost increases and efficiency decreases
Solution Approach 1:
The system automatically generates play triggering conditions based on virtual object attribute information without requiring manual pre-storation of correspondences. The processor dynamically obtains behavior or appearance information of virtual objects, classifies it into play triggering conditions, and matches with audio resources autonomously, eliminating the need for人工 maintenance of correspondence databases.
Solution Approach 2:
The patent changes the parameter storage approach from storing fixed virtual object-audio resource correspondences to storing attribute information of virtual objects and dynamically generating play triggering conditions based on these attributes. This parameter transformation enables adaptive matching without pre-defined correspondences.
2Adaptability or versatility
If pre-stored correspondences are used, then existing virtual objects can be served, but newly generated virtual objects cannot be accurately represented
Solution Approach 1:
The system dynamically generates play triggering conditions based on the actual attribute information of virtual objects at runtime. Instead of using static pre-stored correspondences, the processor obtains behavior or appearance information of virtual objects, classifies it into play triggering conditions, and matches with audio resources dynamically, enabling accurate representation of newly generated virtual objects.
Solution Approach 2:
The system uses attribute information of virtual objects as feedback to generate appropriate play triggering conditions and select matching audio resources. This feedback mechanism ensures that audio resources accurately reflect the current state and characteristics of virtual objects, whether existing or newly generated.
3Reliability
If pre-stored correspondences are used, then audio playing can be implemented, but the correspondence cannot change with virtual object information changes
Solution Approach 1:
The system dynamically adjusts play triggering conditions based on changes in virtual object attribute information. When virtual object information changes, the processor re-obtains the updated behavior or appearance information, re-classifies it into play triggering conditions, and re-matches with audio resources, ensuring reliable audio playing that adapts to virtual object changes.
Data Source
AI summary
An audio playing method and apparatus, a terminal and a non-transitory machine-readable storage medium are disclosed in this application. The method may include obtaining behavior information or appearance information of a virtual object; in response to detecting that the behavior information or the appearance information satisfies a play triggering condition, obtaining an audio resource matching the play triggering condition, the play triggering condition being determined according to attribute information of the virtual object; and playing the audio resource matching the play triggering condition.


