Disclosure of Invention
The embodiment of the application provides a processing method, a processing device, a terminal and a storage medium of game audio, which can make music switching more natural when a game character moves to different virtual game scenes, thereby improving substitution sense and experience sense of a game and increasing immersion sense and viscosity of a user.
In a first aspect, an embodiment of the present application provides a method for processing game audio, where the method is applied to a target terminal capable of running a target game, where the target game includes a plurality of virtual game scenes and a plurality of audio tracks, the plurality of virtual game scenes include a large virtual game scene and a plurality of small virtual game scenes entered through the large virtual game scene, and the plurality of audio tracks include a general audio track and small scene audio tracks corresponding to the small virtual game scenes respectively, and the method includes:
When a target game character enters the large virtual game scene, a plurality of audio tracks are played at the same time, the loudness of the universal audio track is adjusted to be a first preset loudness, the loudness of each small scene audio track is adjusted to be a second preset loudness, the first preset loudness is a hearing-perception loudness, and the second preset loudness is a hearing-imperceptible loudness;
when the target game character moves from the large virtual game scene to a target small virtual game scene in a plurality of small virtual game scenes, adjusting the loudness of a small scene audio track corresponding to the target small virtual game scene to be the first preset loudness;
And when the target game role returns to the large virtual game scene from the target small virtual game scene, adjusting the loudness of the small scene audio track corresponding to the target small scene to the second preset loudness.
In some embodiments, the plurality of audio tracks further comprises a large scene audio track corresponding to the large virtual game scene, and when the target game character enters the large virtual game scene, the method further comprises adjusting the loudness of the large scene audio track to the first preset loudness;
when the target game character moves from the large virtual game scene to a target small virtual game scene in a plurality of small virtual game scenes, the method further comprises adjusting the loudness of the large scene audio track to the second preset loudness;
when the target game character returns from the target small virtual game scene to the large virtual game scene, the method further comprises adjusting the loudness of the large scene audio track to the first preset loudness.
In some embodiments, the target game further includes an audio component corresponding to each virtual game scene, where the audio component is used to determine a virtual game scene in which the target game character is currently located.
In some embodiments, before simultaneously playing a plurality of the audio tracks when the target game character enters the large virtual game scene, the method further comprises:
Acquiring target initial music, wherein the target initial music consists of a plurality of sub audio tracks which are longitudinally separated;
And splitting the plurality of sub audio tracks according to the number of the small virtual game scenes to obtain a plurality of audio tracks.
In some embodiments, the obtaining the target initial music includes:
And selecting initial music corresponding to the target game role from a plurality of preset initial music as the target initial music.
In some embodiments, the audio track is composed of at least one sub-audio track, the method further comprises the steps of obtaining a current combat value of the target game role, and adjusting the sub-audio track in the target audio track according to the current combat value, wherein the target audio track is an audio track corresponding to a virtual game scene in which the target game role is currently located.
In some embodiments, before simultaneously playing a plurality of the audio tracks when the target game character enters the large virtual game scene, the method further comprises:
and responding to the game role selection instruction, and selecting the target game role from a plurality of candidate game roles.
In a second aspect, an embodiment of the present application further provides a processing device for game audio, where the processing device for game audio is deployed at a target terminal capable of running a target game, where the target game includes a plurality of virtual game scenes and a plurality of audio tracks, the plurality of virtual game scenes include a large virtual game scene and a plurality of small virtual game scenes entered through the large virtual game scene, the plurality of audio tracks include a general audio track and small scene audio tracks corresponding to the small virtual game scenes respectively, and the processing device for game audio includes a transceiver unit and a processing unit, where:
the receiving and transmitting unit is used for acquiring an instruction triggered by a user;
The processing unit is used for simultaneously playing a plurality of audio tracks when a target game role enters the large virtual game scene, adjusting the loudness of the universal audio track to be a first preset loudness, adjusting the loudness of each small scene audio track to be a second preset loudness, wherein the first preset loudness is audible and perceivable, the second preset loudness is audible and imperceptible, adjusting the loudness of a small scene audio track corresponding to the target small virtual game scene to be the first preset loudness when the target game role moves from the large virtual game scene to a target small virtual game scene in a plurality of small virtual game scenes, and adjusting the loudness of the small scene audio track corresponding to the target small virtual game scene to be the second preset loudness when the target game role returns from the target small virtual game scene to the large virtual game scene.
In some embodiments, the plurality of audio tracks further includes a large scene audio track corresponding to the large virtual game scene, the processing unit is further configured to adjust a loudness of the large scene audio track to the first preset loudness when a target game character enters the large virtual game scene, adjust the loudness of the large scene audio track to the second preset loudness when the target game character moves from the large virtual game scene to a target small virtual game scene of the plurality of small virtual game scenes, and adjust the loudness of the large scene audio track to the first preset loudness when the target game character returns from the target small virtual game scene to the large virtual game scene.
In some embodiments, the target game further includes an audio component corresponding to each virtual game scene, where the audio component is used to determine a virtual game scene in which the target game character is currently located.
In some embodiments, the processing unit, prior to performing the step of simultaneously playing a plurality of the audio tracks when the target game character enters the large virtual game scene, is further configured to:
and splitting the plurality of sub audio tracks according to the number of the small virtual game scenes to obtain a plurality of audio tracks.
In some embodiments, the processing unit is specifically configured to, when performing the step of obtaining the target initial music:
And selecting initial music corresponding to the target game role from a plurality of preset initial music as the target initial music.
In some embodiments, the audio track is comprised of at least one of the sub-audio tracks, the processing unit further configured to:
and adjusting sub audio tracks in the target audio track according to the current combat value, wherein the target audio track is an audio track corresponding to a virtual game scene where the target game character is currently located.
In some embodiments, the processing unit, prior to performing the step of simultaneously playing a plurality of the audio tracks when the target game character enters the large virtual game scene, is further configured to:
And responding to the game role selection instruction, selecting the target game role from a plurality of candidate game roles.
In a third aspect, an embodiment of the present application further provides a target terminal, which includes a memory and a processor, where the memory stores a computer program, and the processor implements the above method when executing the computer program.
In a fourth aspect, embodiments of the present application also provide a computer readable storage medium storing a computer program comprising program instructions which, when executed by a processor, implement the above-described method.
The embodiment of the application provides a game audio processing method, a game audio processing device, a terminal and a storage medium. On one hand, different audio tracks are arranged for different virtual game scenes, each audio track comprises a universal audio track and a small scene audio track corresponding to each small virtual game scene respectively, wherein when a game role is in different virtual game scenes, the loudness of the universal audio track is set to be human-ear-perceivable loudness, when the game role moves to the small virtual game scene, the loudness of the small scene audio track corresponding to the small virtual game scene is adjusted to be human-ear-perceivable loudness, when the large virtual game scene is returned from the small virtual game scene, the loudness of the corresponding small scene audio track is adjusted to be human-ear-imperceptible loudness, the situation that music switching among the game scenes is not stopped and then new music is played suddenly is avoided, so that the music switching is more natural, and the substitution sense and the experience sense of the game are improved;
On the other hand, when the game role initially enters the large virtual game scene, all the audio tracks are played simultaneously, so when the game role moves to the small virtual game scene, the playing progress of the small scene audio track corresponding to the small virtual game scene is consistent with the playing progress of the universal audio track, and the music of all the audio tracks is manufactured based on different manifestations of the same piece of music, so that the whole style and the tone of the music are not changed when the loudness of different audio tracks is controlled to change, and the hearing experience is better, thereby increasing the immersion feeling and the viscosity of a user.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are some, but not all embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be understood that the terms "comprises" and "comprising," when used in this specification and the appended claims, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof.
It is also to be understood that the terminology used in the description of the application herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. As used in this specification and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise.
It should be further understood that the term "and/or" as used in the present specification and the appended claims refers to any and all possible combinations of one or more of the associated listed items, and includes such combinations.
The embodiment of the application provides a game audio processing method, a game audio processing device, a terminal and a storage medium.
The execution main body of the game audio processing method may be the game audio processing device provided by the embodiment of the application or a target terminal integrated with the game audio processing device, where the game audio processing device may be implemented in a hardware or software manner, and the target terminal may be a terminal capable of running a target game, such as a smart phone, a tablet computer, a palm computer, or a notebook computer.
The target game comprises a plurality of virtual game scenes and a plurality of audio tracks, wherein the plurality of virtual game scenes comprise large virtual game scenes and a plurality of small virtual game scenes which enter through the large virtual game scenes, and the plurality of audio tracks comprise universal audio tracks and small scene audio tracks respectively corresponding to the small virtual game scenes.
In the present application, the music of each audio track is made based on different expressions of the same piece of music, and it can be understood that when scene music is made, a piece of music is divided into a plurality of longitudinal parts according to a game scene set in a target game, for example, a part corresponding to a general audio track and a part corresponding to each small scene audio track, or a part corresponding to a general audio track, a part corresponding to a large scene audio track and a part corresponding to each small scene audio track.
The target game in this embodiment may be a game application installed on the target terminal, or may be a game applet that may be run through the target terminal.
Fig. 1 is a flowchart illustrating a method for processing game audio according to an embodiment of the present application. As shown in fig. 1, the method includes the following steps S110 to S130.
And S110, when the target game character enters the large virtual game scene, playing a plurality of audio tracks simultaneously, adjusting the loudness of the universal audio track to be a first preset loudness, adjusting the loudness of each small scene audio track to be a second preset loudness, wherein the first preset loudness is audible and perceivable, and the second preset loudness is audible and imperceptible.
In this embodiment, when a player opens a target game through a target terminal and enters a large virtual game scene through a target character, in order to ensure consistency of music playing progress among tracks, a plurality of audio tracks are played simultaneously.
In some embodiments, the plurality of audio tracks in the target game include a common audio track and a small scene audio track corresponding to each of the small virtual game scenes, and each of the small virtual game scenes has a corresponding small scene audio track, for example, when the target game includes one large virtual game scene a and two small virtual game scenes a1 and a2, the relationship between the audio tracks and the game virtual scenes is as shown in fig. 2.
Specifically, since the target game character is in the large virtual game scene at this time, music corresponding to the small virtual scene does not need to be played, at this time, the loudness of the general audio track needs to be adjusted to a loudness perceptible by hearing, and the loudness of each small scene audio track needs to be adjusted to a loudness imperceptible by hearing, when the target game character is in the large virtual game scene, the player hears the music corresponding to the general audio track.
In other embodiments, a corresponding large-scene audio track is further provided for the large virtual game scene, where the multiple audio tracks in the target game include a general audio track, a large-scene audio track, and small-scene audio tracks corresponding to the small virtual game scenes respectively, and where the relationship between the audio tracks and the game virtual scenes is shown in fig. 3 when the target game includes the large virtual game scene a, the small virtual game scene a1, and the small virtual game scene a 2.
Specifically, since the target game character is in the large virtual game scene at this time, music corresponding to the small virtual scene does not need to be played, at this time, the loudness of the general audio track and the loudness of the large scene audio track need to be adjusted to be audible and perceivable, and the loudness of each small scene audio track needs to be adjusted to be audible and imperceptible.
Further, the target game further includes audio components corresponding to the virtual game scenes respectively, the audio components are used for determining a virtual game scene where the target game role is currently located, for example, an audio component B including a large virtual game scene a, an audio component B1 of a small virtual game scene a1 and an audio component B2 of a small virtual game scene a2, when the target game role enters the large virtual game scene a, the audio component B1 can be perceived, when the target game role enters the small virtual game scene a1, the audio component B2 can be perceived, and when the target game role enters the small virtual game scene a2, the audio components can be used for quickly perceiving that the game role enters different virtual game scenes, so that the loudness of each audio track can be quickly adjusted, and the game scene music is attached to the game scene where the game role is currently located.
In some embodiments, before simultaneously playing a plurality of the audio tracks when the target game character enters the large virtual game scene, the method further comprises:
and responding to the game role selection instruction, and selecting the target game role from a plurality of candidate game roles.
That is, the target game provides a plurality of game characters to the player, and the player can select one of the game characters to enter the game, i.e., the target game character.
And S120, when the target game role moves from the large virtual game scene to a target small virtual game scene in a plurality of small virtual game scenes, adjusting the loudness of a small scene audio track corresponding to the target small virtual game scene to be the first preset loudness.
In this embodiment, when a player controls a target game character to move from a large virtual game scene to a target small virtual game scene, the loudness of a small scene audio track corresponding to the target small virtual game scene needs to be adjusted to be a hearing-perceptible loudness, and the loudness of a general audio track is always kept at the hearing-perceptible loudness, so that when the player enters the target small virtual game scene, the scene music heard is the audio of the general audio track superimposed on the target small scene audio track (the small scene audio track corresponding to the target small virtual game scene).
When the plurality of audio tracks further include a large-scene audio track corresponding to the large virtual game scene, and when the target game character moves from the large virtual game scene to the target small virtual game scene, the loudness of the large-scene audio track needs to be adjusted to the second preset loudness, namely, the loudness which is imperceptible to hearing.
And S130, when the target game role returns to the large virtual game scene from the target small virtual game scene, adjusting the loudness of the small scene audio track corresponding to the target small scene to be the second preset loudness.
In this embodiment, when the player controls the target game character to return from the target small virtual game scene to the large virtual game scene, at this time, since the game character has left the target small virtual game scene, the loudness of the small scene audio track corresponding to the target small scene needs to be adjusted to a loudness that is imperceptible to hearing.
When the plurality of audio tracks further include a large scene audio track corresponding to the large virtual game scene, at this time, the loudness of the large scene audio track needs to be adjusted to an audibly perceptible loudness.
In order to facilitate understanding of the processing method of game audio provided by the present application, please refer to fig. 4 and 5, and also illustrate that the target game includes a large virtual game scene a, a small virtual game scene a1 and a small virtual game scene a2, in fig. 4 and 5, the portion of each audio track containing a line segment is a portion that can be perceived by hearing, i.e. the loudness is a first preset loudness, and the portion not containing a line segment is a portion that cannot be perceived by hearing, i.e. the loudness is a second preset loudness.
Fig. 4 is a schematic view of an application scenario when a plurality of audio tracks in a target game include a general audio track and small-scene audio tracks corresponding to the small virtual game scenes respectively, and fig. 5 is a schematic view of an application scenario when a plurality of audio tracks in a target game include a general audio track, a large-scene audio track corresponding to the large virtual game scene, and small-scene audio tracks corresponding to the small virtual game scenes respectively.
In summary, on the one hand, different audio tracks are provided for different virtual game scenes, including a general audio track and small scene audio tracks corresponding to the small virtual game scenes respectively, wherein when game characters in the different virtual game scenes, the loudness of the general audio track is set to be human-ear-perceivable loudness, when the game characters move to the small virtual game scenes, the loudness of the small scene audio track corresponding to the small virtual game scenes is adjusted to be human-ear-perceivable loudness, when the large virtual game scene is returned from the small virtual game scenes, the loudness of the corresponding small scene audio track is adjusted to be human-ear-imperceptible loudness, and the situation that new music is stopped and then suddenly played does not occur in music switching among the game scenes, so that music switching is more natural, and the substitution sense and experience sense of the game are improved;
On the other hand, when the game role initially enters the large virtual game scene, all the audio tracks are played simultaneously, so when the game role moves to the small virtual game scene, the playing progress of the small scene audio track corresponding to the small virtual game scene is consistent with the playing progress of the universal audio track, and the music of all the audio tracks is manufactured based on different manifestations of the same piece of music, so that the whole style and the tone of the music are not changed when the loudness of different audio tracks is controlled to change, and the hearing experience is better, thereby increasing the immersion feeling and the viscosity of a user.
Fig. 6 is a flowchart of a processing method of game audio according to another embodiment of the present application. In this embodiment, the target game includes a plurality of virtual game scenes and a plurality of audio tracks, the plurality of virtual game scenes include a large virtual game scene and a plurality of small virtual game scenes entered through the large virtual game scene, and the plurality of audio tracks include a general audio track, a large scene audio track corresponding to the large virtual game scene, and a small scene audio track corresponding to each of the small virtual game scenes. As shown in fig. 6, the processing method of game audio of the present embodiment includes steps S210 to S250.
S210, acquiring target initial music, wherein the target initial music consists of a plurality of sub audio tracks longitudinally separated.
In some embodiments, different scene music is also set for different game characters, where initial music corresponding to the target game character needs to be selected from a plurality of preset initial music to be used as the target initial music.
At this time, when different game characters enter the same virtual game scene, scene music heard by the player is also different, so that the game experience of the player is further improved.
S220, splitting the plurality of sub audio tracks according to the number of the small virtual game scenes to obtain a plurality of audio tracks.
For example, when there are two small virtual game scenes (small virtual game scene a1 and small virtual game scene a 2), the plurality of sub audio tracks are split into 4 audio tracks including a general audio track, a large scene audio track corresponding to the large virtual game scene, a small scene audio track corresponding to the small virtual game scene a1, and a small scene audio track corresponding to the small virtual game scene a 2.
And S230, when the target game character enters the large virtual game scene, playing a plurality of audio tracks simultaneously, adjusting the loudness of the universal audio track and the loudness of the large scene audio track to be a first preset loudness, and adjusting the loudness of each small scene audio track to be a second preset loudness, wherein the first preset loudness is audible and perceivable, and the second preset loudness is audible and imperceptible.
In this embodiment, since the target game character is in the large virtual game scene at this time, it is not necessary to play music corresponding to the small virtual scene, at this time, it is necessary to adjust the loudness of the general audio track and the loudness of the large scene audio track to a loudness that is perceivable by hearing, and adjust the loudness of each small scene audio track to a loudness that is not perceivable by hearing, when the target game character is in the large virtual game scene, the player hears music corresponding to the general audio track and the large scene audio track.
S240, when the target game role moves from the large virtual game scene to a target small virtual game scene in a plurality of small virtual game scenes, adjusting the loudness of a small scene audio track corresponding to the target small virtual game scene to be the first preset loudness, and adjusting the loudness of the large scene audio track to be the second preset loudness.
In this embodiment, when a player controls a target game character to move from a large virtual game scene to a target small virtual game scene, the loudness of a small scene audio track corresponding to the target small virtual game scene needs to be adjusted to be audible and perceivable, and the loudness of a large scene audio track needs to be adjusted to be audible and imperceptible, so that scene music heard by the player when the player enters the target small virtual game scene is the audio of the general audio track and the target small scene audio track is superimposed.
S250, when the target game role returns to the large virtual game scene from the target small virtual game scene, adjusting the loudness of the small scene audio track corresponding to the target small scene to the second preset loudness, and adjusting the loudness of the large scene audio track to the first preset loudness.
In this embodiment, when the player controls the target game character to return to the large virtual game scene from the target small virtual game scene, at this time, since the game character has left the target small virtual game scene, at this time, the loudness of the small scene audio track corresponding to the target small scene needs to be adjusted to the loudness that is not perceivable by hearing, and the loudness of the large scene audio track needs to be adjusted to the loudness that is perceivable by hearing.
Further, in some embodiments, the audio track is composed of at least one sub-audio track, the method further comprises the steps of obtaining a current combat value of the target game character, and adjusting the sub-audio track in the target audio track according to the current combat value, wherein the target audio track is an audio track corresponding to a virtual game scene in which the target game character is currently located.
For example, the target audio track is composed of a sub audio track 1 and a sub audio track 2, when the current combat value of the target game character is detected to be greater than or equal to a preset combat value threshold, the loudness of the sub audio track 1 and the loudness of the sub audio track are both adjusted to be a first preset loudness, and when the current combat value of the target game character is detected to be smaller than the preset combat value threshold, the loudness of the sub audio track 1 is kept to be the first preset loudness, and the loudness of the sub audio track 2 is adjusted to be a second preset loudness, so that a player perceives the magnitude of the current combat value through the change of scene music.
In addition, in this embodiment, the target game further includes audio components corresponding to the virtual game scenes respectively, where the audio components are used to determine a virtual game scene where the target game role is currently located, for example, the audio component B includes an audio component B of a large virtual game scene a, an audio component B1 of a small virtual game scene a1 and an audio component B2 of a small virtual game scene a2, when the target game role enters the large virtual game scene a, the audio component B can be perceived, when the target game role enters the small virtual game scene a1, the audio component B1 can be perceived, when the target game role enters the small virtual game scene a2, the audio component B2 can be perceived, and through the audio components, the target game role can be perceived to enter different virtual game scenes, so that the loudness adjustment of each audio track can be quickly performed, and the game scene music is attached to the game scene where the game role is currently located.
Fig. 7 is a schematic block diagram of a processing device for game audio according to an embodiment of the present application. As shown in fig. 7, the present application also provides a processing device 700 for game audio corresponding to the above processing method for game audio. The game audio processing apparatus 700 includes a unit for executing the above game audio processing method, where the apparatus may be configured in a terminal capable of executing a target game such as a desktop computer, a tablet computer, a laptop computer, and the like, where the target game includes a plurality of virtual game scenes including a large virtual game scene and a plurality of small virtual game scenes entered through the large virtual game scene, and a plurality of audio tracks including a general audio track and small scene audio tracks corresponding to the small virtual game scenes, respectively, and referring to fig. 7, in particular, the game audio processing apparatus 700 includes a transceiver unit 701 and a processing unit 702, where:
The transceiver unit 701 is configured to obtain an instruction triggered by a user;
The processing unit 702 is configured to play a plurality of audio tracks simultaneously when a target game character enters the large virtual game scene, adjust the loudness of the universal audio track to a first preset loudness, adjust the loudness of each small scene audio track to a second preset loudness, wherein the first preset loudness is a hearing-perceptible loudness, and the second preset loudness is a hearing-imperceptible loudness, adjust the loudness of a small scene audio track corresponding to the target small virtual game scene to the first preset loudness when the target game character moves from the large virtual game scene to a target small virtual game scene of the plurality of small virtual game scenes, and adjust the loudness of a small scene audio track corresponding to the target small virtual game scene to the second preset loudness when the target game character returns from the target small virtual game scene to the large virtual game scene.
In some embodiments, the plurality of audio tracks further includes a large scene audio track corresponding to the large virtual game scene, the processing unit 702 is further configured to adjust a loudness of the large scene audio track to the first preset loudness when a target game character enters the large virtual game scene, adjust the loudness of the large scene audio track to the second preset loudness when the target game character moves from the large virtual game scene to a target small virtual game scene of the plurality of small virtual game scenes, and adjust the loudness of the large scene audio track to the first preset loudness when the target game character returns from the target small virtual game scene to the large virtual game scene.
In some embodiments, the target game further includes an audio component corresponding to each virtual game scene, where the audio component is used to determine a virtual game scene in which the target game character is currently located.
In some embodiments, the processing unit 702 is further configured to, prior to performing the step of simultaneously playing a plurality of the audio tracks when the target game character enters the large virtual game scene:
and splitting the plurality of sub audio tracks according to the number of the small virtual game scenes to obtain a plurality of audio tracks.
In some embodiments, the processing unit 702 is specifically configured to, when performing the step of obtaining the target initial music:
And selecting initial music corresponding to the target game role from a plurality of preset initial music as the target initial music.
In some embodiments, the audio track is composed of at least one of the sub-audio tracks, and the processing unit 702 is further configured to:
and adjusting sub audio tracks in the target audio track according to the current combat value, wherein the target audio track is an audio track corresponding to a virtual game scene where the target game character is currently located.
In some embodiments, the processing unit 702 is further configured to, prior to performing the step of simultaneously playing a plurality of the audio tracks when the target game character enters the large virtual game scene:
and responding to the game role selection instruction, selecting the target game role from a plurality of candidate game roles.
It should be noted that, as will be clearly understood by those skilled in the art, the specific implementation process of the processing device 700 and each unit of the game audio may refer to the corresponding description in the foregoing method embodiment, and for convenience and brevity of description, the description is omitted here.
The processing means of game audio described above may be implemented in the form of a computer program which can be run on a target terminal as shown in fig. 8.
Referring to fig. 8, fig. 8 is a schematic block diagram of a target terminal according to an embodiment of the present application. The target terminal can run a target game, the target game comprises a plurality of virtual game scenes and a plurality of audio tracks, the plurality of virtual game scenes comprise large virtual game scenes and a plurality of small virtual game scenes which enter through the large virtual game scenes, and the plurality of audio tracks comprise universal audio tracks and small scene audio tracks respectively corresponding to the small virtual game scenes.
Referring to fig. 8, the target terminal 800 includes a processor 802, a memory, and a network interface 805, which are connected through a system bus 801, wherein the memory may include a nonvolatile storage medium 803 and an internal memory 804.
The nonvolatile storage medium 803 may store an operating system 8031 and a computer program 8032. The computer program 8032 includes program instructions that, when executed, cause the processor 802 to perform a method for processing game audio.
The processor 802 is operable to provide computing and control capabilities to support the operation of the overall target terminal 800.
The internal memory 804 provides an environment for the execution of the computer program 8032 in the non-volatile storage medium 803, which computer program 8032, when executed by the processor 802, causes the processor 802 to perform a method for processing game audio.
The network interface 805 is used for network communication with other devices. It will be appreciated by those skilled in the art that the structure shown in fig. 8 is merely a block diagram of a portion of the structure associated with the present inventive arrangements and is not limiting of the target terminal 800 to which the present inventive arrangements are applied, and that a particular target terminal 800 may include more or fewer components than shown, or may combine certain components, or have a different arrangement of components.
Wherein the processor 802 is configured to execute a computer program 8032 stored in the memory, so as to implement the following steps:
When a target game character enters the large virtual game scene, a plurality of audio tracks are played at the same time, the loudness of the universal audio track is adjusted to be a first preset loudness, the loudness of each small scene audio track is adjusted to be a second preset loudness, the first preset loudness is a hearing-perception loudness, and the second preset loudness is a hearing-imperceptible loudness;
when the target game character moves from the large virtual game scene to a target small virtual game scene in a plurality of small virtual game scenes, adjusting the loudness of a small scene audio track corresponding to the target small virtual game scene to be the first preset loudness;
And when the target game role returns to the large virtual game scene from the target small virtual game scene, adjusting the loudness of the small scene audio track corresponding to the target small scene to the second preset loudness.
It should be appreciated that in embodiments of the present application, the Processor 802 may be a central processing unit (Central Processing Unit, CPU), the Processor 802 may also be other general purpose processors, digital signal processors (DIGITAL SIGNAL processors, DSPs), application SPECIFIC INTEGRATED Circuits (ASICs), off-the-shelf Programmable gate arrays (Field-Programmable GATE ARRAY, FPGA) or other Programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, or the like. Wherein the general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
Those skilled in the art will appreciate that all or part of the flow in a method embodying the above described embodiments may be accomplished by computer programs instructing the relevant hardware. The computer program comprises program instructions, and the computer program can be stored in a storage medium, which is a computer readable storage medium. The program instructions are executed by at least one processor in the computer system to implement the flow steps of the embodiments of the method described above.
Accordingly, the present application also provides a storage medium. The storage medium may be a computer readable storage medium. The storage medium stores a computer program, wherein the computer program includes program instructions. The program instructions, when executed by the processor, cause the processor to perform the steps of:
When a target game character enters the large virtual game scene, a plurality of audio tracks are played at the same time, the loudness of the universal audio track is adjusted to be a first preset loudness, the loudness of each small scene audio track is adjusted to be a second preset loudness, the first preset loudness is a hearing-perception loudness, and the second preset loudness is a hearing-imperceptible loudness;
when the target game character moves from the large virtual game scene to a target small virtual game scene in a plurality of small virtual game scenes, adjusting the loudness of a small scene audio track corresponding to the target small virtual game scene to be the first preset loudness;
And when the target game role returns to the large virtual game scene from the target small virtual game scene, adjusting the loudness of the small scene audio track corresponding to the target small scene to the second preset loudness.
The storage medium may be a U-disk, a removable hard disk, a Read-Only Memory (ROM), a magnetic disk, or an optical disk, or other various computer-readable storage media that can store program codes.
Those of ordinary skill in the art will appreciate that the elements and algorithm steps described in connection with the embodiments disclosed herein may be embodied in electronic hardware, in computer software, or in a combination of the two, and that the elements and steps of the examples have been generally described in terms of function in the foregoing description to clearly illustrate the interchangeability of hardware and software. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the solution. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present application.
In the several embodiments provided by the present application, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the device embodiments described above are merely illustrative. For example, the division of each unit is only one logic function division, and there may be another division manner in actual implementation. For example, multiple units or components may be combined or may be integrated into another system, or some features may be omitted, or not performed.
The steps in the method of the embodiment of the application can be sequentially adjusted, combined and deleted according to actual needs. The units in the device of the embodiment of the application can be combined, divided and deleted according to actual needs. In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The integrated unit may be stored in a storage medium if implemented in the form of a software functional unit and sold or used as a stand-alone product. Based on such understanding, the technical solution of the present application is essentially or a part contributing to the prior art, or all or part of the technical solution may be embodied in the form of a software product stored in a storage medium, comprising several instructions for causing a target terminal (which may be a personal computer, a terminal, or a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application.
While the application has been described with reference to certain preferred embodiments, it will be understood by those skilled in the art that various changes and substitutions of equivalents may be made and equivalents will be apparent to those skilled in the art without departing from the scope of the application. Therefore, the protection scope of the application is subject to the protection scope of the claims.