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CN114949856A - Game sound effect processing method and device, storage medium and terminal equipment - Google Patents

Game sound effect processing method and device, storage medium and terminal equipment
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CN114949856A
CN114949856ACN202210394154.8ACN202210394154ACN114949856ACN 114949856 ACN114949856 ACN 114949856ACN 202210394154 ACN202210394154 ACN 202210394154ACN 114949856 ACN114949856 ACN 114949856A
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game sound
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岳豪
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Beijing Zitiao Network Technology Co Ltd
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Abstract

The method converts game sound effect triggered in a game scene into first audio in a preset audio format, and then mixes the first audio into second audio matched with audio setting parameters. Since the first audio is in an audio format representing sound based on spatial position, the first audio is independent of the channel, and therefore, the loudness of the second audio finally output by the terminal device is consistent with the loudness of the original game sound effect no matter what type of audio setting parameters the terminal device adopts. For games running on different types of terminal equipment, based on the game sound effect processing method provided by the embodiment of the disclosure, the loudness of the same output game sound effect can be kept consistent.

Description

Translated fromChinese
游戏音效的处理方法、装置、存储介质及终端设备Game sound effect processing method, device, storage medium and terminal device

技术领域technical field

本公开涉及计算机技术领域,具体地,涉及一种游戏音效的处理方法、装置、存储介质及终端设备。The present disclosure relates to the field of computer technology, and in particular, to a method, apparatus, storage medium and terminal device for processing sound effects of a game.

背景技术Background technique

在游戏场景中,游戏音效作为游戏中必不可少的组成部分,在为游戏提供所必需的事件反馈时,同时增加玩家的游戏沉浸感。因此,如何保证游戏输出的游戏音效具有良好的品质,成为游戏开发过程中必不可少的部分。In the game scene, game sound effects are an indispensable part of the game. When providing the necessary event feedback for the game, it also increases the player's game immersion. Therefore, how to ensure that the game sound effects output by the game have good quality has become an indispensable part in the game development process.

发明内容SUMMARY OF THE INVENTION

提供该发明内容部分以便以简要的形式介绍构思,这些构思将在后面的具体实施方式部分被详细描述。该发明内容部分并不旨在标识要求保护的技术方案的关键特征或必要特征,也不旨在用于限制所要求的保护的技术方案的范围。This Summary is provided to introduce concepts in a simplified form that are described in detail in the Detailed Description section that follows. This summary section is not intended to identify key features or essential features of the claimed technical solution, nor is it intended to be used to limit the scope of the claimed technical solution.

第一方面,本公开提供一种游戏音效的处理方法,包括:In a first aspect, the present disclosure provides a method for processing game sound effects, including:

响应于游戏音效的触发事件,获取在游戏场景中触发的游戏音效;In response to the trigger event of the game sound effect, obtain the game sound effect triggered in the game scene;

通过音频引擎将所述游戏音效转换为预设音频格式的第一音频,其中,所述预设音频格式为基于空间位置表示声音的音频格式;Converting the game sound effect into a first audio of a preset audio format by an audio engine, wherein the preset audio format is an audio format representing sound based on spatial position;

根据运行所述游戏的终端设备的音频设置参数,将所述第一音频混音为与所述音频设置参数匹配的第二音频;Mixing the first audio into a second audio matching the audio setting parameters according to the audio setting parameters of the terminal device running the game;

输出所述第二音频,以使不同类型的终端设备输出的同一游戏音效的响度保持一致。The second audio is output, so that the loudness of the same game sound effect output by different types of terminal devices is consistent.

第二方面,本公开提供一种游戏音效的处理装置,包括:In a second aspect, the present disclosure provides a processing device for game sound effects, including:

获取模块,配置为响应于游戏音效的触发事件,获取在游戏场景中触发的游戏音效;an obtaining module, configured to obtain the game sound effect triggered in the game scene in response to the trigger event of the game sound effect;

转换模块,配置为通过音频引擎将所述游戏音效转换为预设音频格式的第一音频,其中,所述预设音频格式为基于空间位置表示声音的音频格式;a conversion module, configured to convert the game sound effect into a first audio of a preset audio format through an audio engine, wherein the preset audio format is an audio format representing sound based on a spatial position;

混音模块,配置为根据运行所述游戏的终端设备的音频设置参数,将所述第一音频混音为与所述音频设置参数匹配的第二音频;a sound mixing module, configured to mix the first audio into a second audio that matches the audio setting parameters according to the audio setting parameters of the terminal device running the game;

输出模块,配置为输出所述第二音频,以使不同类型的终端设备输出的同一游戏音效的响度保持一致。The output module is configured to output the second audio, so that the loudness of the same game sound effect output by different types of terminal devices is consistent.

第三方面,本公开提供一种计算机可读存储介质,其上存储有计算机程序,该程序被处理装置执行时实现第一方面所述方法的步骤。In a third aspect, the present disclosure provides a computer-readable storage medium on which a computer program is stored, and when the program is executed by a processing apparatus, implements the steps of the method in the first aspect.

第四方面,本公开提供一种终端设备,包括:In a fourth aspect, the present disclosure provides a terminal device, including:

存储装置,其上存储有计算机程序;a storage device on which a computer program is stored;

处理装置,用于执行所述存储装置中的所述计算机程序,以实现第一方面所述方法的步骤。A processing device is configured to execute the computer program in the storage device to implement the steps of the method in the first aspect.

基于上述技术方案,通过将游戏场景中触发的游戏音效转换为预设音频格式的第一音频,然后将第一音频混音为与音频设置参数匹配的第二音频。由于第一音频是采用基于空间位置表示声音的音频格式,第一音频与声道无关,因此,不管终端设备采用什么类型的音频设置参数,其最终输出的第二音频的响度与原始的游戏音效的响度保持一致。对于运行在不同类型的终端设备上的游戏,基于本公开实施例提出的游戏音效的处理方法,输出的同一游戏音效的响度是能够保持一致的。Based on the above technical solution, the game sound effect triggered in the game scene is converted into the first audio of the preset audio format, and then the first audio is mixed into the second audio that matches the audio setting parameters. Since the first audio is in an audio format that expresses sound based on spatial position, the first audio has nothing to do with the channel. Therefore, no matter what type of audio setting parameters the terminal device adopts, the final output of the second audio has the same loudness as the original game sound effect. The loudness remains the same. For games running on different types of terminal devices, based on the method for processing game sound effects provided by the embodiments of the present disclosure, the loudness of the output sound effects of the same game can be kept consistent.

本公开的其他特征和优点将在随后的具体实施方式部分予以详细说明。Other features and advantages of the present disclosure will be described in detail in the detailed description that follows.

附图说明Description of drawings

结合附图并参考以下具体实施方式,本公开各实施例的上述和其他特征、优点及方面将变得更加明显。贯穿附图中,相同或相似的附图标记表示相同或相似的元素。应当理解附图是示意性的,原件和元素不一定按照比例绘制。在附图中:The above and other features, advantages and aspects of various embodiments of the present disclosure will become more apparent when taken in conjunction with the accompanying drawings and with reference to the following detailed description. Throughout the drawings, the same or similar reference numbers refer to the same or similar elements. It should be understood that the drawings are schematic and that the originals and elements are not necessarily drawn to scale. In the attached image:

图1是根据一示例性实施例提出的一种游戏音效的处理方法的流程图。FIG. 1 is a flowchart of a method for processing sound effects of a game according to an exemplary embodiment.

图2是根据一示例性实施例提出的预设音频格式的原理示意图。FIG. 2 is a schematic diagram of the principle of a preset audio format proposed according to an exemplary embodiment.

图3是图1所示步骤110的具体流程示意图。FIG. 3 is a schematic flowchart of a specific flow ofstep 110 shown in FIG. 1 .

图4是根据一示例性实施例提出的一种游戏音效的处理装置的模块连接示意图。FIG. 4 is a schematic diagram of module connections of a processing apparatus for game sound effects according to an exemplary embodiment.

图5是根据一示例性实施例提出的一种终端设备的结构示意图。Fig. 5 is a schematic structural diagram of a terminal device according to an exemplary embodiment.

具体实施方式Detailed ways

下面将参照附图更详细地描述本公开的实施例。虽然附图中显示了本公开的某些实施例,然而应当理解的是,本公开可以通过各种形式来实现,而且不应该被解释为限于这里阐述的实施例,相反提供这些实施例是为了更加透彻和完整地理解本公开。应当理解的是,本公开的附图及实施例仅用于示例性作用,并非用于限制本公开的保护范围。Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. While certain embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be embodied in various forms and should not be construed as limited to the embodiments set forth herein, but rather are provided for the purpose of A more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are only for exemplary purposes, and are not intended to limit the protection scope of the present disclosure.

应当理解,本公开的方法实施方式中记载的各个步骤可以按照不同的顺序执行,和/或并行执行。此外,方法实施方式可以包括附加的步骤和/或省略执行示出的步骤。本公开的范围在此方面不受限制。It should be understood that the various steps described in the method embodiments of the present disclosure may be performed in different orders and/or in parallel. Furthermore, method embodiments may include additional steps and/or omit performing the illustrated steps. The scope of the present disclosure is not limited in this regard.

本文使用的术语“包括”及其变形是开放性包括,即“包括但不限于”。术语“基于”是“至少部分地基于”。术语“一个实施例”表示“至少一个实施例”;术语“另一实施例”表示“至少一个另外的实施例”;术语“一些实施例”表示“至少一些实施例”。其他术语的相关定义将在下文描述中给出。As used herein, the term "including" and variations thereof are open-ended inclusions, ie, "including but not limited to". The term "based on" is "based at least in part on." The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". Relevant definitions of other terms will be given in the description below.

需要注意,本公开中提及的“第一”、“第二”等概念仅用于对不同的装置、模块或单元进行区分,并非用于限定这些装置、模块或单元所执行的功能的顺序或者相互依存关系。It should be noted that concepts such as "first" and "second" mentioned in the present disclosure are only used to distinguish different devices, modules or units, and are not used to limit the order of functions performed by these devices, modules or units or interdependence.

需要注意,本公开中提及的“一个”、“多个”的修饰是示意性而非限制性的,本领域技术人员应当理解,除非在上下文另有明确指出,否则应该理解为“一个或多个”。It should be noted that the modifications of "a" and "a plurality" mentioned in the present disclosure are illustrative rather than restrictive, and those skilled in the art should understand that unless the context clearly indicates otherwise, they should be understood as "one or a plurality of". multiple".

本公开实施方式中的多个装置之间所交互的消息或者信息的名称仅用于说明性的目的,而并不是用于对这些消息或信息的范围进行限制。The names of messages or information exchanged between multiple devices in the embodiments of the present disclosure are only for illustrative purposes, and are not intended to limit the scope of these messages or information.

可以理解的是,在使用本公开各实施例公开的技术方案之前,均应当依据相关法律法规通过恰当的方式对本公开所涉及个人信息的类型、使用范围、使用场景等告知用户并获得用户的授权。It can be understood that, before using the technical solutions disclosed in the embodiments of the present disclosure, the user should be informed of the type, scope of use, and use scenario of the personal information involved in the present disclosure in an appropriate manner in accordance with relevant laws and regulations, and the user's authorization should be obtained. .

例如,在响应于接收到用户的主动请求时,向用户发送提示信息,以明确地提示用户,其请求执行的操作将需要获取和使用到用户的个人信息。从而,使得用户可以根据提示信息来自主地选择是否向执行本公开技术方案的操作的终端设备、应用程序、服务器或存储介质等软件或硬件提供个人信息。For example, in response to receiving an active request from the user, prompt information is sent to the user to explicitly prompt the user that the requested operation will require the acquisition and use of the user's personal information. Therefore, the user can independently choose whether to provide personal information to software or hardware such as terminal devices, applications, servers, or storage media that perform operations of the technical solutions of the present disclosure according to the prompt information.

作为一种可选的但非限定性的实现方式,响应于接收到用户的主动请求,向用户发送提示信息的方式例如可以是弹窗的方式,弹窗中可以以文字的方式呈现提示信息。此外,弹窗中还可以承载供用户选择“同意”或者“不同意”向终端设备提供个人信息的选择控件。As an optional but non-limiting implementation manner, in response to receiving the user's active request, the method of sending prompt information to the user may be, for example, a pop-up window, and the prompt information may be presented in text in the pop-up window. In addition, the pop-up window may also carry a selection control for the user to select "agree" or "disagree" to provide personal information to the terminal device.

可以理解的是,上述通知和获取用户授权过程仅是示意性的,不对本公开的实现方式构成限定,其它满足相关法律法规的方式也可应用于本公开的实现方式中。It can be understood that the above process of notifying and obtaining user authorization is only illustrative, and does not limit the implementation of the present disclosure, and other methods that satisfy relevant laws and regulations can also be applied to the implementation of the present disclosure.

同时,可以理解的是,本技术方案所涉及的数据(包括但不限于数据本身、数据的获取或使用)应当遵循相应法律法规及相关规定的要求。At the same time, it can be understood that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of the corresponding laws and regulations and relevant regulations.

图1是根据一示例性实施例提出的一种游戏音效的处理方法的流程图。如图1所示,本公开实施例提出一种游戏音效的处理方法,该方法可以通过终端设备执行,具体可以是通过一游戏音效的处理装置来执行,该装置可以由软件和/或硬件的方式实现,配置于终端设备中。如图1所示,该方法可以包括以下步骤。FIG. 1 is a flowchart of a method for processing sound effects of a game according to an exemplary embodiment. As shown in FIG. 1 , an embodiment of the present disclosure proposes a method for processing game sound effects. The method may be executed by a terminal device, and specifically may be executed by a game sound effect processing apparatus, and the apparatus may be implemented by software and/or hardware. The method is implemented and configured in the terminal device. As shown in Figure 1, the method may include the following steps.

在步骤110中,响应于游戏音效的触发事件,获取在游戏场景中触发的游戏音效。Instep 110, in response to a triggering event of the game sound effect, the game sound effect triggered in the game scene is acquired.

这里,游戏音效的触发事件是指在游戏场景中触发播放游戏音效的指令。其中,游戏音效可以包括技能音效、环境音效以及背景音乐等等游戏场景中可能存在的音效。游戏音效的触发事件可以是游戏玩家主动触发的,例如,当游戏玩家在游戏场景中释放游戏技能时,触发播放游戏音效的触发事件。当然,游戏音效的触发事件也可以是游戏触发的,例如,当游戏进行到预设场景时,触发播放预设的游戏音效的触发事件。Here, the triggering event of the game sound effect refers to an instruction to trigger the playing of the game sound effect in the game scene. The game sound effects may include skill sound effects, environmental sound effects, background music, and other sound effects that may exist in the game scene. The triggering event of the game sound effect may be actively triggered by the game player, for example, when the game player releases the game skill in the game scene, the triggering event of playing the game sound effect is triggered. Of course, the trigger event of the game sound effect may also be triggered by the game. For example, when the game progresses to the preset scene, the trigger event of playing the preset game sound effect is triggered.

示例性地,在游戏场景中同时触发的游戏音效的数量可以为一种或多种。例如,在游戏场景中可以同时触发背景音乐与技能音效。Exemplarily, the number of game sound effects triggered simultaneously in the game scene may be one or more. For example, background music and skill sound effects can be triggered at the same time in a game scene.

而且,在游戏场景中触发的游戏音效可以预先录制好的游戏音效,也可以是音频引擎根据对音效素材进行渲染实时生成的。Moreover, the game sound effects triggered in the game scene may be pre-recorded game sound effects, or may be generated in real time by the audio engine according to rendering the sound effects materials.

在步骤120中,通过音频引擎将所述游戏音效转换为预设音频格式的第一音频,其中,所述预设音频格式为基于空间位置表示声音的音频格式。Instep 120, the game sound effect is converted into a first audio in a preset audio format by an audio engine, wherein the preset audio format is an audio format representing sound based on a spatial position.

这里,终端设备响应于触发事件,通过音频引擎获取在游戏场景中触发的游戏音效,并通过音频引擎将获取到的游戏音效转换为预设音频格式的第一音频。Here, in response to the trigger event, the terminal device acquires the game sound effect triggered in the game scene through the audio engine, and converts the acquired game sound effect into the first audio of the preset audio format through the audio engine.

其中,获取到的游戏音效其可以是各种类型的音频格式,如单声道的音频格式、立体声的音频格式、环绕声的音频格式或者是预设音频格式等等。其中,对于环绕声的音频格式,其又可以是5.1、7.1、7.1.4等等格式。在本公开实施例中,不管获取到的游戏音效的音频格式是何种类型,均将其转换为预设音频格式,获得第一音频。The acquired game sound effects may be in various types of audio formats, such as a mono audio format, a stereo audio format, a surround sound audio format, or a preset audio format, and so on. Wherein, for the audio format of surround sound, it can be 5.1, 7.1, 7.1.4 and so on. In the embodiment of the present disclosure, no matter what type of audio format of the acquired game sound effects, it is converted into a preset audio format to obtain the first audio.

值得说明的是,对于单声道、立体声以及环绕声,其均是基于声道表示的音频格式。例如,单声道为一个声道轨道,立体声为两个声道轨道,5.1的环绕声为6个声道轨道,7.1的环绕声为8个声道轨道,7.1.4的环绕声为12个声道轨道。值得说明的是,基于声道表示的音频格式,其是与终端设备的扬声器的位置以及声道强相关的,而基于空间位置表示声音的音频格式与扬声器的位置以及声道无关。It is worth noting that for mono, stereo and surround sound, they are all audio formats based on channel representation. For example, mono is one channel track, stereo is two channel tracks, 5.1 surround is 6 channel tracks, 7.1 surround is 8 channel tracks, and 7.1.4 surround is 12 channel tracks channel track. It is worth noting that the audio format based on the channel representation is strongly related to the position of the speaker of the terminal device and the channel, while the audio format based on the spatial position representation of the sound has nothing to do with the position of the speaker and the channel.

图2是根据一示例性实施例提出的预设音频格式的原理示意图。如图2所示,在虚拟全景空间20中,游戏音效被分解为分布在虚拟全景空间20的不同空间位置上的子声音信号(如图2中的灰色圆圈所示)。相当于在虚拟全景空间20分布有无数个扬声器,游戏音效被分解为在不同空间位置上的扬声器中。其中,在图2中的灰色圆圈的大小表示在该空间位置上的声音信号的音量大小。FIG. 2 is a schematic diagram of the principle of a preset audio format proposed according to an exemplary embodiment. As shown in FIG. 2 , in the virtualpanoramic space 20 , the game sound effects are decomposed into sub-sound signals distributed in different spatial positions of the virtual panoramic space 20 (as shown by the gray circles in FIG. 2 ). Equivalent to an infinite number of speakers distributed in the virtualpanoramic space 20, the game sound effects are decomposed into speakers in different spatial positions. Wherein, the size of the gray circle in FIG. 2 represents the volume of the sound signal at the spatial position.

在一些实施例中,预设音频格式可以为Ambisonic格式,该Ambisonic格式是一种基于空间位置表示声音的音频格式。Ambisonic格式的音频是具有各向同性的,能够平等对待来自任何方向的声音。In some embodiments, the preset audio format may be an ambisonic format, which is an audio format that represents sound based on spatial position. Audio in the ambisonic format is isotropic, treating sound from any direction equally.

在步骤130中,根据运行所述游戏的终端设备的音频设置参数,将所述第一音频混音为与所述音频设置参数匹配的第二音频。Instep 130, the first audio is mixed into a second audio matching the audio setting parameters according to the audio setting parameters of the terminal device running the game.

这里,音频设置参数是指运行游戏的终端设备输出游戏音效时所使用的音频格式。例如,当终端设备支持杜比环绕声时,音频设置参数可以为环绕声的音频格式,如5.1的环绕声、7.1的环绕声或者7.1.4的环绕声等等。当终端设备支持立体声时,音频设置参数可以为立体声的音频格式。当终端设备支持单声道时,音频设置参数可以为单声道的音频格式。Here, the audio setting parameter refers to the audio format used when the terminal device running the game outputs the game sound effects. For example, when the terminal device supports Dolby Surround, the audio setting parameter may be an audio format of Surround, such as 5.1 Surround, 7.1 Surround, or 7.1.4 Surround, and so on. When the terminal device supports stereo, the audio setting parameter can be the audio format of stereo. When the terminal device supports mono, the audio setting parameter can be the audio format of mono.

应当理解的是,由于不同终端设备的性能不同,其对应的音频设置参数可以不同,而且终端设备也可以同时支持多种音频设置参数,游戏玩家可以根据需求启用不同的音频设置参数。It should be understood that due to the different performances of different terminal devices, their corresponding audio setting parameters may be different, and the terminal device may also support multiple audio setting parameters at the same time, and game players can enable different audio setting parameters as required.

在将触发的游戏音效转换为预设音频格式的第一音频之后,终端设备通过音频引擎将第一音频混音为与音频设置参数匹配的第二音频。例如,音频设置参数为立体声参数时,通过音频引擎将预设音频格式的第一音频混音为立体声的第二音频。After converting the triggered game sound effect into the first audio in the preset audio format, the terminal device mixes the first audio into the second audio that matches the audio setting parameters through the audio engine. For example, when the audio setting parameter is a stereo parameter, the audio engine mixes the first audio in the preset audio format into the second audio in stereo.

在步骤140中,输出所述第二音频,以使不同类型的终端设备输出的同一游戏音效的响度保持一致。Instep 140, the second audio is output, so that the loudness of the same game sound effect output by different types of terminal devices is consistent.

这里,在获得第二音频之后,终端设备通过音频输出装置输出该第二音频。其中,音频输出装置是指终端设备最终的声音输出模块,如扬声器、耳机等设备。Here, after obtaining the second audio, the terminal device outputs the second audio through the audio output device. The audio output device refers to the final sound output module of the terminal device, such as speakers, earphones and other devices.

应当理解的是,不同类型的终端设备的音频输出装置在相同音量增益参数的情况下,输出的同一第二音频的响度保持一致。其中,响度又称为音量,响度描述的是声音的响亮程度,表示人耳对声音的主观感受,其计量单位是宋,定义1000Hz,声压级为40dB的纯音的响度为1宋。响度不仅与声强有关,还跟频率有关,声音的频率不同,声音的响度级也不相同。声音的响度受声强制约,声强级提高,响度级一般也要提高。It should be understood that, in the case of the same volume gain parameter, the audio output apparatuses of different types of terminal devices maintain the same loudness of the same second audio output. Among them, loudness is also known as volume. Loudness describes the loudness of the sound, which represents the subjective perception of the human ear to the sound. Loudness is not only related to sound intensity, but also to frequency. The loudness of the sound is limited by the sound force, the sound intensity level is increased, and the loudness level is generally increased.

值得说明的是,在游戏场景中,游戏音效的音频格式多种多样,在最终输出游戏音效时均需要将不同音频格式的游戏音效混音为与音频设置参数匹配的音频进行输出。当不同的终端设备采用不同的音频设置参数时,将同一音频格式的游戏音效分别转换不同的音频设置参数进行输出时,会导致在不同的终端设备上输出的同一游戏音效的响度出现差异。例如,终端设备A的音频设置参数为立体声,游戏音效的音频格式为7.1环绕声时,终端设备A需要将7.1环绕声的游戏音效转换为立体声的游戏音效输出。但是,由于7.1环绕声具有8个声道轨道,立体声具有2个声道轨道,在将7.1环绕声的游戏音效转换为立体声时,由于声道轨道的不匹配,会导致每个声道轨道的音量不一致,从而改变游戏音效的原有响度。例如,7.1环绕声的游戏音效的原有响度为-20dB,在转换为立体声之后,游戏音效的响度会变成-18dB。It is worth noting that in the game scene, the audio formats of the game sound effects are various, and when the game sound effects are finally output, the game sound effects of different audio formats need to be mixed into the audio that matches the audio setting parameters for output. When different terminal devices use different audio setting parameters, when the game sound effects of the same audio format are converted to different audio setting parameters for output, the loudness of the same game sound effects output on different terminal devices will be different. For example, when the audio setting parameter of terminal device A is stereo and the audio format of game sound effects is 7.1 surround sound, terminal device A needs to convert the game sound effects of 7.1 surround sound into stereo game sound effects for output. However, since 7.1 surround sound has 8 channel tracks and stereo has 2 channel tracks, when converting the game sound effects of 7.1 surround sound to stereo, due to the mismatch of the channel tracks, each channel track will be lost. The volume is inconsistent, thus changing the original loudness of the game sound effects. For example, the original loudness of the game sound effect of 7.1 surround sound is -20dB, after converting to stereo, the loudness of the game sound effect will become -18dB.

在游戏场景中,如果在不同终端设备上输出的同一游戏音效的响度不一致,会给游戏玩家带来极其不好的体验。例如,在虚拟射击类游戏中,游戏玩家一般需要通过脚步声、载具声来判断对手的位置,如果在不同的终端设备上输出的同一脚步声的响度具有差异,会导致部分游戏玩家无法及时判断对手位置,不仅影响游戏的公平性,也会给游戏玩家带来极其不好的游戏体验。In game scenarios, if the loudness of the same game sound effects output on different terminal devices is inconsistent, it will bring extremely bad experience to game players. For example, in virtual shooting games, game players generally need to judge the opponent's position through footsteps and vehicle sounds. If the loudness of the same footsteps output on different terminal devices is different, some gamers will not be able to timely Judging the opponent's position not only affects the fairness of the game, but also brings an extremely bad gaming experience to gamers.

在本公开实施例中,通过将游戏场景中触发的游戏音效转换为预设音频格式的第一音频,然后将第一音频混音为与音频设置参数匹配的第二音频。由于第一音频是采用基于空间位置表示声音的音频格式,第一音频与声道无关,因此,不管终端设备采用什么类型的音频设置参数,其最终输出的第二音频的响度与原始的游戏音效的响度保持一致。对于运行在不同类型的终端设备上的游戏,基于本公开实施例提出的游戏音效的处理方法,输出的同一游戏音效的响度是能够保持一致的。In the embodiment of the present disclosure, the game sound effect triggered in the game scene is converted into the first audio of the preset audio format, and then the first audio is mixed into the second audio that matches the audio setting parameters. Since the first audio is in an audio format that expresses sound based on spatial position, the first audio has nothing to do with the channel. Therefore, no matter what type of audio setting parameters the terminal device adopts, the final output of the second audio has the same loudness as the original game sound effect. The loudness remains the same. For games running on different types of terminal devices, based on the method for processing game sound effects provided by the embodiments of the present disclosure, the loudness of the output sound effects of the same game can be kept consistent.

由此,通过将在游戏场景中触发的游戏音效转换为基于空间位置表示声音的第一音频,然后再将第一音频混音为与终端设备的音频设置参数匹配的第二音频,并输出该第二音频。能够保证输出的第二音频的响度与原始的游戏音效的响度保持一致,从而实现不同类型的终端设备输出的同一游戏音效的响度保持一致。不仅能够提高游戏的竞技公平性,也能够给游戏玩家带来良好的游戏体验。Therefore, by converting the game sound effect triggered in the game scene into the first audio representing the sound based on the spatial position, and then mixing the first audio into the second audio matching the audio setting parameters of the terminal device, and outputting the audio Second audio. It can be ensured that the loudness of the output second audio is consistent with the loudness of the original game sound effect, so that the loudness of the same game sound effect output by different types of terminal devices can be kept consistent. It can not only improve the competitive fairness of the game, but also bring a good gaming experience to gamers.

在一些可以实现的实施方式中,在游戏场景中同时触发的游戏音效的数量可以为多个,则终端设备可以通过音频引擎将多个游戏音效转换为一个预设音频格式的第一音频。In some achievable implementations, the number of game sound effects triggered simultaneously in the game scene may be multiple, and the terminal device may convert the multiple game sound effects into a first audio in a preset audio format through an audio engine.

这里,在游戏场景中同时触发多个游戏音效时,终端设备通过音频引擎获取多个游戏音效,并通过音频引擎将多个游戏音效转换为一个预设音频格式的第一音频。Here, when multiple game sound effects are triggered simultaneously in the game scene, the terminal device obtains the multiple game sound effects through the audio engine, and converts the multiple game sound effects into a first audio in a preset audio format through the audio engine.

其中,将多个游戏音效转换为一个预设音频格式的第一音频是指将多个游戏音效表示在同一虚拟全景空间中的不同位置上,获得第一音频。Wherein, converting the multiple game sound effects into the first audio in a preset audio format refers to representing the multiple game sound effects at different positions in the same virtual panoramic space to obtain the first audio.

在一些实施例中,终端设备可以控制所述音频引擎调用与所述游戏音效的音频格式对应的音频转换模型,将多个所述游戏音效表示在同一虚拟全景空间中的不同位置上,获得一个所述预设音频格式的第一音频。In some embodiments, the terminal device may control the audio engine to call an audio conversion model corresponding to the audio format of the game sound effects, and represent multiple game sound effects at different positions in the same virtual panoramic space, and obtain one the first audio in the preset audio format.

这里,针对不同音频格式的游戏音效,其被转换为第一音频时,音频引擎调用与游戏音效的音频格式对应的音频转换模型,将该游戏音效转换为第一音频。Here, when the game sound effects of different audio formats are converted into the first audio, the audio engine calls an audio conversion model corresponding to the audio format of the game sound effects to convert the game sound effects into the first audio.

例如,当触发的游戏音效的音频格式为单声道时,调用与单声道一致的音频转换模型将单声道的游戏音效表示在虚拟全景空间中,获得第一音频。该与单声道一致的音频转换模型能够将单声道的游戏音效转换为Ambisonic格式的第一音频。当触发的游戏音效的音频格式为立体声时,调用与立体声一致的音频转换模型将立体声的游戏音效表示在虚拟全景空间中,获得第一音频。For example, when the audio format of the triggered game sound effect is monaural, an audio conversion model consistent with monaural is invoked to represent the monaural game sound effect in the virtual panoramic space to obtain the first audio. The audio conversion model consistent with mono is capable of converting mono game sound effects into first audio in Ambisonic format. When the audio format of the triggered game sound effect is stereo, an audio conversion model consistent with stereo is invoked to represent the stereo game sound effect in the virtual panoramic space to obtain the first audio.

值得说明的是,音频转换模型实际上为音频格式转换算法,针对不同的音频格式,均能够调用对应的音频格式转换算法将游戏音效转换为Ambisonic格式的第一音频。It is worth noting that the audio conversion model is actually an audio format conversion algorithm. For different audio formats, a corresponding audio format conversion algorithm can be invoked to convert the game sound effects into the first audio in Ambisonic format.

以单声道的游戏音效为例,单声道的游戏音效的声道位置为正前方,其对应的水平角度为0°,则音频格式转换算法根据该水平角度将单声道的游戏音效表示在虚拟全景空间的X通道、Y通道以及Z通道上。其中,X通道表示前后方位,Y通道表示左右方位,Z通道表示上下方位。对于其他声道格式的音频格式,转换为预设音频格式的过程实际上是使用的水平角度和垂直角度不同,在此不再赘述。Taking the monophonic game sound effect as an example, the channel position of the monophonic game sound effect is right in front, and its corresponding horizontal angle is 0°, then the audio format conversion algorithm expresses the monophonic game sound effect according to the horizontal angle. On the X, Y and Z channels of the virtual panorama space. Among them, the X channel represents the front and rear orientation, the Y channel represents the left and right orientation, and the Z channel represents the up and down orientation. For audio formats of other channel formats, the process of converting to the preset audio format actually uses different horizontal and vertical angles, which will not be repeated here.

应当理解的是,在本公开实施例中,将多个触发的游戏音效合并为一个预设音频格式的第一音频,通过一个虚拟全景空间表示多个不同音频格式的游戏音效,实际上是对多个游戏音效的响度进行归一化,以在将第一音频转换为第二音频的过程中,能够保持多个游戏音效的响度与原始响度保持一致。It should be understood that, in this embodiment of the present disclosure, a plurality of triggered game sound effects are combined into a first audio in a preset audio format, and a virtual panoramic space is used to represent a plurality of game sound effects in different audio formats. The loudness of the plurality of game sound effects is normalized, so that the loudness of the plurality of game sound effects can be kept consistent with the original loudness during the process of converting the first audio into the second audio.

由此,通过将多个游戏音效表示在同一虚拟全景空间中的不同位置上,获得一个第一音频,能够保证游戏同时输出的多个游戏音效的响度能够与原始响度保持一致。而且通过将多个游戏音效转换为一个第一音频,也能够提高音频引擎将第一音频混音为第二音频时的处理速度,减少游戏占用的内存。Therefore, by representing multiple game sound effects at different positions in the same virtual panoramic space to obtain a first audio, it can be ensured that the loudness of the multiple game sound effects output by the game at the same time can be consistent with the original loudness. In addition, by converting multiple game sound effects into one first audio, the processing speed of the audio engine when mixing the first audio into the second audio can also be improved, and the memory occupied by the game can be reduced.

在一些可以实现的实施方式中,在游戏场景中触发的游戏音效可以是音频引擎实时合成的。例如,在虚拟射击游戏中,对于不同空间位置上触发的枪声音效,其需要根据对应的参数对枪声音效进行渲染,获得对应的枪声音效。In some possible implementations, the game sound effects triggered in the game scene may be synthesized by an audio engine in real time. For example, in a virtual shooting game, for gun sound effects triggered at different spatial positions, the gun sound effects need to be rendered according to corresponding parameters to obtain the corresponding gun sound effects.

在本公开实施例中,对于实时合成的游戏音效和/或预先录制的游戏音效,均可以转换为预设音频格式的第一音频。In this embodiment of the present disclosure, the game sound effects synthesized in real time and/or the pre-recorded game sound effects can be converted into first audio in a preset audio format.

图3是图1所示步骤110的具体流程示意图。如图3所示,在一些实施例中,步骤110中,可以包括以下步骤。FIG. 3 is a schematic flowchart of a specific flow ofstep 110 shown in FIG. 1 . As shown in FIG. 3 , in some embodiments,step 110 may include the following steps.

在步骤111中,响应于所述触发事件,获取目标音效素材。Instep 111, in response to the trigger event, the target sound effect material is acquired.

这里,终端设备响应于游戏音效的触发事件,获取目标音效素材。该目标音效素材是预先录制的不同游戏音效的音频素材,例如,对于虚拟射击游戏,可以预先录制枪声作为目标音效素材。Here, the terminal device acquires the target sound effect material in response to the trigger event of the game sound effect. The target sound effect material is pre-recorded audio material of different game sound effects. For example, for a virtual shooting game, gun sounds can be pre-recorded as the target sound effect material.

在步骤112中,基于发声体在游戏场景中的空间位置信息以及预设的声音扩散度参数,对所述目标音效素材进行空间化处理,获得所述游戏音效。Instep 112, based on the spatial position information of the sound generator in the game scene and the preset sound diffusion parameter, spatial processing is performed on the target sound effect material to obtain the game sound effect.

这里,发声体是指在游戏场景中发出声音的物体,其可以是游戏场景中的鸟、玩家角色、非玩家角色(NPC)、虚拟枪械等等。发声体在游戏场景Here, the sound generator refers to an object that emits sound in the game scene, which may be a bird, a player character, a non-player character (NPC), a virtual firearm, and the like in the game scene. Emitters in the game scene

25483ZJTD中的空间位置信息可以包括发声体与虚拟对象(游戏玩家操控的游戏角色)距离信息、方位信息以及遮挡物信息。遮挡物信息是指发声体与虚拟对象之间存在的遮挡物类型,对于不同类型的遮挡物,会对声音的音量造成不同的影响。The spatial position information in the 25483ZJTD may include distance information between the sounding body and the virtual object (the game character controlled by the game player), orientation information, and occluder information. The occluder information refers to the type of occluder that exists between the sound generator and the virtual object. For different types of occluders, the volume of the sound will be affected differently.

在确定到发声体在游戏场景中的空间位置信息之后,可以根据空间位置信息对目标音效素材的音频参数进行调整。其中,对目标音效素材的音频参数进行调整包括对目标音效素材的音量参数、空间衰减参数等进行调整。具体地,可以根据空间位置信息对目标音效素材进行包括空气滤波、周围环境的混响和散射、反射等滤波操作,获得调整后的目标音效素材。After the spatial position information of the sounding body in the game scene is determined, the audio parameters of the target sound effect material can be adjusted according to the spatial position information. Wherein, adjusting the audio parameters of the target sound effect material includes adjusting volume parameters, spatial attenuation parameters, and the like of the target sound effect material. Specifically, filtering operations including air filtering, reverberation, scattering, and reflection of the surrounding environment may be performed on the target sound effect material according to the spatial position information to obtain the adjusted target sound effect material.

声音扩散度参数(spread)是指声音的散布值,当声音扩散度参数为0%时,表示为点声源,而当声音扩散度参数为100%时,表示为完全环绕的声源。其中,声音扩散度参数实际上是对于混响密度的调节,能够影响人对空间的判断。因此,在基于空间位置信息对目标音效素材进行处理的过程中,可以加入不同的声音扩散度参数。The sound diffusion parameter (spread) refers to the dispersion value of the sound. When the sound diffusion parameter is 0%, it is expressed as a point sound source, and when the sound diffusion parameter is 100%, it is expressed as a completely surrounding sound source. Among them, the sound diffusion parameter is actually the adjustment of the reverberation density, which can affect people's judgment on the space. Therefore, in the process of processing the target sound effect material based on the spatial position information, different sound diffusion parameters can be added.

应当理解的是,声音扩散度参数体现在输出游戏音效时,游戏音效扩散到的扬声器的数量。对于不同的声音扩散度参数,不仅影响游戏玩家的空间听感,而且还会影响游戏音效的响度。例如,扩散至4个扬声器的游戏音效在响度上会大于扩散至2个扬声器的游戏音效。因此,声音扩散度参数也会造成终端设备最终输出的游戏音效的响度与该游戏音效的原始响度存在差异。It should be understood that the sound diffusion parameter is reflected in the number of speakers to which the game sound effects are diffused when the game sound effects are output. For different sound diffusion parameters, it not only affects the spatial hearing sense of game players, but also affects the loudness of game sound effects. For example, a game sound that spreads to 4 speakers will be louder than a game sound that spreads to 2 speakers. Therefore, the sound diffusion parameter will also cause a difference between the loudness of the game sound effect finally output by the terminal device and the original loudness of the game sound effect.

值得说明的是,对目标音效素材进行空间化实际上是将无位置信息的目标音效素材实时渲染在游戏场景的具体位置上,使得渲染到的游戏音效能够与游戏画面匹配。It is worth noting that the spatialization of the target sound effect material actually renders the target sound effect material without location information at a specific position in the game scene in real time, so that the rendered game sound effect can match the game screen.

在本公开实施例中,通过将空间化处理得到的游戏音效转换为预设音频格式的第一音频,再对第一音频进行混音,输出的第二音频的响度不会受到声音扩散度参数的影响,第二音频的响度会与原始的游戏音效的响度保持一致。例如,当终端设备的音频设置参数为立体声时,对于30%声音扩散度参数的单声道游戏音效,通过将该单声道游戏音效转换为预设音频格式的第一音频,再将第一音频转换为立体声的第二音频。第二音频的响度不会受到30%声音扩散度参数的影响。In the embodiment of the present disclosure, by converting the game sound effects obtained by spatial processing into the first audio in a preset audio format, and then mixing the first audio, the loudness of the output second audio will not be affected by the sound diffusion parameter. effect, the loudness of the second audio will be the same as the loudness of the original game sound. For example, when the audio setting parameter of the terminal device is stereo, for a mono game sound effect with a sound diffusion parameter of 30%, the mono game sound effect is converted into the first audio of the preset audio format, and then the first audio Audio is converted to stereo second audio. The loudness of the second audio is not affected by the 30% sound diffusion parameter.

在一些可以实现的实施方式中,可以获取所述终端设备的扬声器的音频输出参数,根据所述音频输出参数,对所述第二音频的音量进行调整,并通过所述扬声器输出调整后的第二音频。In some achievable implementations, audio output parameters of the speaker of the terminal device may be acquired, the volume of the second audio may be adjusted according to the audio output parameters, and the adjusted first audio may be output through the speaker. Two audio.

这里,终端设备的扬声器是指终端设备本身的扬声器或与终端设备连接的外接扬声器,如耳机、音箱等。音频输出参数是指扬声器对于声音的还原参数,对于不同类型的扬声器,其对应的音频输出参数可以不同。示例性地,可以根据扬声器的类型确定对应的音频输出参数。Here, the speaker of the terminal device refers to the speaker of the terminal device itself or an external speaker connected to the terminal device, such as an earphone and a sound box. The audio output parameters refer to the restoration parameters of the speaker for the sound, and the corresponding audio output parameters may be different for different types of speakers. Exemplarily, the corresponding audio output parameter may be determined according to the type of speaker.

应当理解的是,音频输出参数实际上体现了不同扬声器输出的声音的差异。例如,对于部分扬声器而言,其对低频的声音具有较高的还原度,而有的扬声器无法还原低频的声音。It should be understood that the audio output parameter actually reflects the difference of the sound output by different speakers. For example, some speakers have a high degree of restoration of low-frequency sounds, while some speakers cannot restore low-frequency sounds.

通过根据音频输出参数对第二音频的音量进行调整,可以将不同终端设备输出的第二音频的音量进行统一。其中,对于不同的音频输出参数,调整的音量大小可以不同,其目标为使得不同终端设备输出经过音频输出参数调整的第二音频的响度能够保持一致。By adjusting the volume of the second audio according to the audio output parameter, the volumes of the second audio output by different terminal devices can be unified. Wherein, for different audio output parameters, the adjusted volume size may be different, and the goal is to keep the loudness of the second audio output adjusted by the audio output parameters from different terminal devices consistent.

值得说明的是,音频输出参数对应的音量调整幅度可以是对不同终端设备输出的同一音频的响度进行分析,并针对每一终端设备设置不同的音量调整幅度而获得的。It should be noted that the volume adjustment range corresponding to the audio output parameter may be obtained by analyzing the loudness of the same audio output by different terminal devices, and setting different volume adjustment ranges for each terminal device.

图4是根据一示例性实施例提出的一种游戏音效的处理装置的模块连接示意图。如图4所示,本公开实施例提出一种游戏音效的处理装置,该装置400可以包括:FIG. 4 is a schematic diagram of module connections of a processing apparatus for game sound effects according to an exemplary embodiment. As shown in FIG. 4 , an embodiment of the present disclosure provides an apparatus for processing game sound effects. Theapparatus 400 may include:

获取模块401,配置为响应于游戏音效的触发事件,获取在游戏场景中触发的游戏音效;The obtainingmodule 401 is configured to obtain the game sound effect triggered in the game scene in response to the triggering event of the game sound effect;

转换模块402,配置为通过音频引擎将所述游戏音效转换为预设音频格式的第一音频,其中,所述预设音频格式为基于空间位置表示声音的音频格式;Theconversion module 402 is configured to convert the game sound effect into a first audio of a preset audio format through an audio engine, wherein the preset audio format is an audio format representing sound based on a spatial position;

混音模块403,配置为根据运行所述游戏的终端设备的音频设置参数,将所述第一音频混音为与所述音频设置参数匹配的第二音频;Thesound mixing module 403 is configured to mix the first audio into a second audio matching the audio setting parameters according to the audio setting parameters of the terminal device running the game;

输出模块404,配置为输出所述第二音频,以使不同类型的终端设备输出的同一游戏音效的响度保持一致。Theoutput module 404 is configured to output the second audio, so that the loudness of the same game sound effect output by different types of terminal devices is consistent.

可选地,在所述游戏场景中同时触发的游戏音效的数量为多个;Optionally, the number of game sound effects triggered at the same time in the game scene is multiple;

所述转换模块402具体配置为:Theconversion module 402 is specifically configured as:

通过音频引擎将多个所述游戏音效转换为一个所述预设音频格式的第一音频。The plurality of game sound effects are converted into a first audio in the preset audio format by an audio engine.

可选地,所述转换模块402具体配置为:Optionally, theconversion module 402 is specifically configured as:

控制所述音频引擎调用与所述游戏音效的音频格式对应的音频转换模型,将多个所述游戏音效表示在同一虚拟全景空间中的不同位置上,获得一个所述预设音频格式的第一音频。Control the audio engine to call the audio conversion model corresponding to the audio format of the game sound effects, represent a plurality of the game sound effects at different positions in the same virtual panoramic space, and obtain a first audio format of the preset audio format. audio.

可选地,所述获取模块401包括:Optionally, the obtainingmodule 401 includes:

素材获取单元,配置为响应于所述触发事件,获取目标音效素材;a material acquisition unit, configured to acquire a target sound effect material in response to the trigger event;

基于发声体在游戏场景中的空间位置信息以及预设的声音扩散度参数,对所述目标音效素材进行空间化处理,获得所述游戏音效。Based on the spatial position information of the sound generator in the game scene and the preset sound diffusion parameter, spatial processing is performed on the target sound effect material to obtain the game sound effect.

可选地,所述预设音频格式为Ambisonic格式。Optionally, the preset audio format is an ambisonic format.

可选地,所述输出模块404包括:Optionally, theoutput module 404 includes:

参数获取单元,配置为获取所述终端设备的扬声器的音频输出参数;a parameter obtaining unit, configured to obtain audio output parameters of the speaker of the terminal device;

调整单元,配置为根据所述音频输出参数,对所述第二音频的音量进行调整,并通过所述扬声器输出调整后的第二音频。An adjustment unit configured to adjust the volume of the second audio according to the audio output parameter, and output the adjusted second audio through the speaker.

其中,关于上述装置400中的各个功能模块执行的方法步骤已在关于方法的部分进行了详细说明,在此不再赘述。Wherein, the method steps performed by each functional module in the foregoingapparatus 400 have been described in detail in the part about the method, and will not be repeated here.

下面参考图5,其示出了适于用来实现本公开实施例的终端设备600的结构示意图。本公开实施例中的终端设备可以包括但不限于诸如移动电话、笔记本电脑、数字广播接收器、PDA(个人数字助理)、PAD(平板电脑)、PMP(便携式多媒体播放器)、车载终端(例如车载导航终端)等等的移动终端以及诸如数字TV、台式计算机等等的固定终端。图5示出的终端设备仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。Referring next to FIG. 5 , it shows a schematic structural diagram of aterminal device 600 suitable for implementing an embodiment of the present disclosure. Terminal devices in the embodiments of the present disclosure may include, but are not limited to, such as mobile phones, notebook computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablets), PMPs (portable multimedia players), vehicle-mounted terminals (eg, mobile terminals such as in-vehicle navigation terminals), etc., and stationary terminals such as digital TVs, desktop computers, and the like. The terminal device shown in FIG. 5 is only an example, and should not impose any limitation on the functions and scope of use of the embodiments of the present disclosure.

如图5所示,终端设备600可以包括处理装置(例如中央处理器、图形处理器等)601,其可以根据存储在只读存储器(ROM)602中的程序或者从存储装置608加载到随机访问存储器(RAM)603中的程序而执行各种适当的动作和处理。在RAM 603中,还存储有终端设备600操作所需的各种程序和数据。处理装置601、ROM 602以及RAM 603通过总线604彼此相连。输入/输出(I/O)接口605也连接至总线604。As shown in FIG. 5, theterminal device 600 may include a processing device (eg, a central processing unit, a graphics processor, etc.) 601, which may be loaded into random access according to a program stored in a read only memory (ROM) 602 or from astorage device 608 Various appropriate actions and processes are executed by the programs in the memory (RAM) 603 . In theRAM 603, various programs and data necessary for the operation of theterminal device 600 are also stored. Theprocessing device 601 , theROM 602 , and theRAM 603 are connected to each other through abus 604 . An input/output (I/O)interface 605 is also connected tobus 604 .

通常,以下装置可以连接至I/O接口605:包括例如触摸屏、触摸板、键盘、鼠标、摄像头、麦克风、加速度计、陀螺仪等的输入装置606;包括例如液晶显示器(LCD)、扬声器、振动器等的输出装置607;包括例如磁带、硬盘等的存储装置608;以及通信装置609。通信装置609可以允许终端设备600与其他设备进行无线或有线通信以交换数据。虽然图5示出了具有各种装置的终端设备600,但是应理解的是,并不要求实施或具备所有示出的装置。可以替代地实施或具备更多或更少的装置。Typically, the following devices can be connected to the I/O interface 605:input devices 606 including, for example, a touch screen, touchpad, keyboard, mouse, camera, microphone, accelerometer, gyroscope, etc.; including, for example, a liquid crystal display (LCD), speakers, vibration Anoutput device 607 of a computer, etc.; astorage device 608 including, for example, a magnetic tape, a hard disk, etc.; and acommunication device 609. The communication means 609 may allow theterminal device 600 to communicate wirelessly or by wire with other devices to exchange data. Although FIG. 5 shows aterminal device 600 having various means, it should be understood that not all of the illustrated means are required to be implemented or provided. More or fewer devices may alternatively be implemented or provided.

特别地,根据本公开的实施例,上文参考流程图描述的过程可以被实现为计算机软件程序。例如,本公开的实施例包括一种计算机程序产品,其包括承载在非暂态计算机可读存储介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信装置609从网络上被下载和安装,或者从存储装置608被安装,或者从ROM 602被安装。在该计算机程序被处理装置601执行时,执行本公开实施例的方法中限定的上述功能。In particular, according to embodiments of the present disclosure, the processes described above with reference to the flowcharts may be implemented as computer software programs. For example, embodiments of the present disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable storage medium, the computer program containing program code for performing the method illustrated in the flowchart. In such an embodiment, the computer program may be downloaded and installed from the network via thecommunication device 609 , or from thestorage device 608 , or from theROM 602 . When the computer program is executed by theprocessing apparatus 601, the above-mentioned functions defined in the methods of the embodiments of the present disclosure are executed.

需要说明的是,本公开上述的计算机可读存储介质可以是计算机可读信号介质或者计算机可读存储介质或者是上述两者的任意组合。计算机可读存储介质例如可以是——但不限于——电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的更具体的例子可以包括但不限于:具有一个或多个导线的电连接、便携式计算机磁盘、硬盘、随机访问存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑磁盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。在本公开中,计算机可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。而在本公开中,计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了计算机可读的程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读信号介质还可以是计算机可读存储介质以外的任何计算机可读存储介质,该计算机可读信号介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。计算机可读存储介质上包含的程序代码可以用任何适当的介质传输,包括但不限于:电线、光缆、RF(射频)等等,或者上述的任意合适的组合。It should be noted that the above-mentioned computer-readable storage medium of the present disclosure may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the above two. The computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or a combination of any of the above. More specific examples of computer readable storage media may include, but are not limited to, electrical connections with one or more wires, portable computer disks, hard disks, random access memory (RAM), read only memory (ROM), erasable Programmable read only memory (EPROM or flash memory), fiber optics, portable compact disk read only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing. In this disclosure, a computer-readable storage medium may be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In the present disclosure, however, a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with computer-readable program code embodied thereon. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing. A computer-readable signal medium can also be any computer-readable storage medium, other than a computer-readable storage medium, that can be sent, propagated, or transmitted for use by or in connection with the instruction execution system, apparatus, or device. program. Program code embodied on a computer-readable storage medium may be transmitted using any suitable medium including, but not limited to, electrical wire, optical fiber cable, RF (radio frequency), etc., or any suitable combination of the foregoing.

上述计算机可读存储介质可以是上述终端设备中所包含的;也可以是单独存在,而未装配入该终端设备中。The above-mentioned computer-readable storage medium may be included in the above-mentioned terminal device; or may exist independently without being assembled into the terminal device.

上述计算机可读存储介质承载有一个或者多个程序,当上述一个或者多个程序被该终端设备执行时,使得该终端设备:响应于游戏音效的触发事件,获取在游戏场景中触发的游戏音效;通过音频引擎将所述游戏音效转换为预设音频格式的第一音频,其中,所述预设音频格式为基于空间位置表示声音的音频格式;根据运行所述游戏的终端设备的音频设置参数,将所述第一音频混音为与所述音频设置参数匹配的第二音频;输出所述第二音频,以使不同类型的终端设备输出的同一游戏音效的响度保持一致。The above-mentioned computer-readable storage medium carries one or more programs, and when the above-mentioned one or more programs are executed by the terminal device, the terminal device: in response to the triggering event of the game sound effect, obtain the game sound effect triggered in the game scene ; Convert the game sound effects into the first audio of a preset audio format by an audio engine, wherein the preset audio format is an audio format representing sound based on a spatial position; Set parameters according to the audio of the terminal device running the game , mixing the first audio into a second audio that matches the audio setting parameters; and outputting the second audio, so that the loudness of the same game sound effect output by different types of terminal devices is consistent.

可以以一种或多种程序设计语言或其组合来编写用于执行本公开的操作的计算机程序代码,上述程序设计语言包括但不限于面向对象的程序设计语言—诸如Java、Smalltalk、C++,还包括常规的过程式程序设计语言——诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算机上执行、部分地在用户计算机上执行、作为一个独立的软件包执行、部分在用户计算机上部分在远程计算机上执行、或者完全在远程计算机或服务器上执行。在涉及远程计算机的情形中,远程计算机可以通过任意种类的网络——包括局域网(LAN)或广域网(WAN)——连接到用户计算机,或者,可以连接到外部计算机(例如利用因特网服务提供商来通过因特网连接)。Computer program code for performing operations of the present disclosure may be written in one or more programming languages, including but not limited to object-oriented programming languages—such as Java, Smalltalk, C++, and This includes conventional procedural programming languages - such as the "C" language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer, or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any kind of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (eg, using an Internet service provider to via Internet connection).

附图中的流程图和框图,图示了按照本公开各种实施例的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段、或代码的一部分,该模块、程序段、或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个接连地表示的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或操作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。The flowchart and block diagrams in the Figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code that contains one or more logical functions for implementing the specified functions executable instructions. It should also be noted that, in some alternative implementations, the functions noted in the blocks may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It is also noted that each block of the block diagrams and/or flowchart illustrations, and combinations of blocks in the block diagrams and/or flowchart illustrations, can be implemented in dedicated hardware-based systems that perform the specified functions or operations , or can be implemented in a combination of dedicated hardware and computer instructions.

描述于本公开实施例中所涉及到的模块可以通过软件的方式实现,也可以通过硬件的方式来实现。其中,模块的名称在某种情况下并不构成对该模块本身的限定。The modules involved in the embodiments of the present disclosure may be implemented in software or hardware. Among them, the name of the module does not constitute a limitation of the module itself under certain circumstances.

本文中以上描述的功能可以至少部分地由一个或多个硬件逻辑部件来执行。例如,非限制性地,可以使用的示范类型的硬件逻辑部件包括:现场可编程门阵列(FPGA)、专用集成电路(ASIC)、专用标准产品(ASSP)、片上系统(SOC)、复杂可编程逻辑设备(CPLD)等等。The functions described herein above may be performed, at least in part, by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: Field Programmable Gate Arrays (FPGAs), Application Specific Integrated Circuits (ASICs), Application Specific Standard Products (ASSPs), Systems on Chips (SOCs), Complex Programmable Logical Devices (CPLDs) and more.

在本公开的上下文中,机器可读介质可以是有形的介质,其可以包含或存储以供指令执行系统、装置或设备使用或与指令执行系统、装置或设备结合地使用的程序。机器可读介质可以是机器可读信号介质或机器可读储存介质。机器可读介质可以包括但不限于电子的、磁性的、光学的、电磁的、红外的、或半导体系统、装置或设备,或者上述内容的任何合适组合。机器可读存储介质的更具体示例会包括基于一个或多个线的电气连接、便携式计算机盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦除可编程只读存储器(EPROM或快闪存储器)、光纤、便捷式紧凑盘只读存储器(CD-ROM)、光学储存设备、磁储存设备、或上述内容的任何合适组合。In the context of the present disclosure, a machine-readable medium may be a tangible medium that may contain or store a program for use by or in connection with the instruction execution system, apparatus or device. The machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. Machine-readable media may include, but are not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, devices, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media would include one or more wire-based electrical connections, portable computer disks, hard disks, random access memory (RAM), read only memory (ROM), erasable programmable read only memory (EPROM or flash memory), fiber optics, compact disk read only memory (CD-ROM), optical storage, magnetic storage, or any suitable combination of the foregoing.

以上描述仅为本公开的较佳实施例以及对所运用技术原理的说明。本领域技术人员应当理解,本公开中所涉及的公开范围,并不限于上述技术特征的特定组合而成的技术方案,同时也应涵盖在不脱离上述公开构思的情况下,由上述技术特征或其等同特征进行任意组合而形成的其它技术方案。例如上述特征与本公开中公开的(但不限于)具有类似功能的技术特征进行互相替换而形成的技术方案。The above description is merely a preferred embodiment of the present disclosure and an illustration of the technical principles employed. Those skilled in the art should understand that the scope of the disclosure involved in the present disclosure is not limited to the technical solutions formed by the specific combination of the above-mentioned technical features, and should also cover, without departing from the above-mentioned disclosed concept, the technical solutions formed by the above-mentioned technical features or Other technical solutions formed by any combination of its equivalent features. For example, a technical solution is formed by replacing the above features with the technical features disclosed in the present disclosure (but not limited to) with similar functions.

此外,虽然采用特定次序描绘了各操作,但是这不应当理解为要求这些操作以所示出的特定次序或以顺序次序执行来执行。在一定环境下,多任务和并行处理可能是有利的。同样地,虽然在上面论述中包含了若干具体实现细节,但是这些不应当被解释为对本公开的范围的限制。在单独的实施例的上下文中描述的某些特征还可以组合地实现在单个实施例中。相反地,在单个实施例的上下文中描述的各种特征也可以单独地或以任何合适的子组合的方式实现在多个实施例中。Additionally, although operations are depicted in a particular order, this should not be construed as requiring that the operations be performed in the particular order shown or in a sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Likewise, although the above discussion contains several implementation-specific details, these should not be construed as limitations on the scope of the present disclosure. Certain features that are described in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination.

尽管已经采用特定于结构特征和/或方法逻辑动作的语言描述了本主题,但是应当理解所附权利要求书中所限定的主题未必局限于上面描述的特定特征或动作。相反,上面所描述的特定特征和动作仅仅是实现权利要求书的示例形式。关于上述实施例中的装置,其中各个模块执行操作的具体方式已经在有关该方法的实施例中进行了详细描述,此处将不做详细阐述说明。Although the subject matter has been described in language specific to structural features and/or logical acts of method, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are merely example forms of implementing the claims. Regarding the apparatus in the above-mentioned embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment of the method, and will not be described in detail here.

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