CN101105823A - Method and system for processing audio data in computer game - Google Patents

Method and system for processing audio data in computer game Download PDF

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CN101105823A
CN101105823A CN 200710120272 CN200710120272A CN101105823A CN 101105823 A CN101105823 A CN 101105823A CN 200710120272 CN200710120272 CN 200710120272 CN 200710120272 A CN200710120272 A CN 200710120272A CN 101105823 A CN101105823 A CN 101105823A
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audio data
game
module
user
information
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CN 200710120272
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Chinese (zh)
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CN100578516C (en )
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王亚齐
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北京金山软件有限公司;北京金山数字娱乐科技有限公司
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Abstract

The invention provides a method and a system for processing audio data in computer games. The method includes: run computer games; obtain the route of audio data needed by the local client end; obtain the corresponding audio data and display related information of audio data on the current game interface; receive users' selection command and operation command; and mobilize the corresponding internal module in the computer game to complete the corresponding operation according to the audio data selected. The invention innovatively combines audio data of the local client end and audio processing programs of computer games, treating the former as a data source of the later to make it unnecessary to start another application program, thus saving system resources; in addition, the invention also provides the corresponding management operation module for the convenience of managing and operating audio data in the local client end at the internal of games by users.

Description

一种计算^/L游戏中处理音频数据的方法和系统 A calculation method ^ / L game system of processing audio data, and

技术领域 FIELD

本发明涉及计算机游戏领域,特别是涉及一种在计算机游戏中,处理音频数据的方法和系统,以及一种计算机游戏系统。 The present invention relates to the field of computer games, and more particularly to a method and system in computer games, processing audio data, and a computer game system.

背景技术 Background technique

计算机游戏特别是网络游戏、3D游戏逐渐成为流行的娱乐方式。 Computer games especially online games, 3D games gradually become a popular form of entertainment. 现有技术中,计算机游戏一般都可以很好的处理音视频数据,但是其所涉及的音频数据源都是该计算机游戏程序自身所拥有的。 Art, computer games generally be a good deal of audio and video data, but they involve audio data source is the computer game has its own program. 当然,该计算机游戏程序自身所拥有的音频数据可以来自于客户端,也可以来自于服务器端。 Of course, the computer game program itself can have the audio data from the client, it can also come from the server side. 需要说明的是,计算机游戏所涉及的客户端并不限于个人电脑,各种移动终端或者游戏终端都可以运行相应的计算机游戏。 Incidentally, the computer game according to the client is not limited to a personal computer, a mobile terminal or a variety of game terminal can run a respective computer game.

在计算机游戏越来越普及的今天,人们提出了一种新的在计算机游戏中, 对音频数据进行处理的需求:人们希望能够玩计算机游戏的同时,还可以处理(例如,播放)本地客户端中的音频数据,以获得更多的游戏乐趣。 In the computer game more and more popular today, it proposed a new demand in computer games, audio data processing: People want to be able to play computer games can also handle (eg, play) local client audio data, to get more game fun.

现有技术中, 一个可行的方案是,用户运行当前计算机游戏的同时,开启另一个播放器程序,用于播放本地客户端中的音频数据。 In the prior art, a possible solution is, while the user is currently running a computer game, open another player program for playing audio data of the local client. 该方案固然可以在一定程度上满足人们的需求,但是其带来的缺陷也是非常明显的:首先,不方便用户的操作,因为用户需要在两个应用程序之间进行屏幕切换,然后才能进行管理和操作,对于经常需要全屏显示的计算机游戏而言更是如此;其次,同时运行两个应用程序,对本地系统资源的过度占用是显而易见的;并且,还会带来游戏内部的音频处理和游戏外部的音频处理之间的数据冲突。 The program can certainly meet a certain extent, people's needs, but the resulting defect is also very obvious: First, the user's operation is not convenient, because users need a screen to switch between the two applications before they can be managed and operations, often need a full screen display is especially true of computer games; secondly, to run two applications at the same time, excessive occupation of the local system resources is obvious; and, the game will bring internal audio processing and game data collision between the external audio processing.

总之,需要本领域技术人员迫切解决的一个技术问题就是:提出一种全新的、方便的、并节约资源的处理本地客户端中的音频数据的技术方案。 In short, you need to be urgently addressed skilled in the art of a technical problem is this: propose a new, convenient, technical solutions and resource-saving deal with local clients in the audio data.

发明内容 SUMMARY

本发明所要解决的技术问题是提供一种在计算机游戏中,处理本地客户端中的音频数据的方法和系统,能够减少对系统资源的占用,并方便用户管理和操作。 The present invention solves the technical problem is to provide a computer game, a processing method and system of the local client audio data, can reduce the usage of system resources and user management and operation.

为了解决上述问题,本发明公开了一种计算机游戏中处理音频数据的方法,具体可以包括以下步骤: To solve the above problems, the present invention discloses a method of processing audio data in a computer game, and specifically includes the following steps:

步骤a、运行计算机游戏; Step a, the computer running the game;

步骤b、获取本地客户端中所需音频数据的路径; Step b, obtaining the desired path to the local client audio data;

步骤c、获取相应的音频数据,并在当前游戏界面中显示所述音频数据的相关信息; Step C, to obtain the corresponding audio data, and displays related information of the audio data in the current game interface;

步骤d、接收用户的选择指令和操作指令; Step d, and receiving a user's selection instruction operation instruction;

步骤e、针对用户选择的音频数据,调用所述计算机游戏中相应的内部模块完成相应的操作。 Step E, for the audio data selected by the user, a computer game calling the corresponding internal module to complete the corresponding operation.

优选的,当用户的操作指令为播放指令时,所述步骤e可以进一步包括: 停止当前正在播放的游戏背景音频数据;以相同的播放配置信息,播放用户所选的音频数据。 Preferably, when the user's instruction to playback instruction, said step e further comprises: stop playing the background audio data currently being played; play the same configuration, the user selected audio data playback.

优选的,当用户的操作指令为将该音频数据传输至另一游戏客户端时,所述步骤e可以进一步包括:针对用户指定的另一游戏客户端,从服务器获取相应的IP地址信息;在本地游戏客户端和对方游戏客户端之间,建立P2P的通信连接;将用户所选的音频数据传送至对方游戏客户端,并保存至指定路径。 Preferably, when the user's instruction to transmit the audio data to the other game client, said step e may further comprise: a user-specified for the other game client, acquires the corresponding IP address information from the server; the between the local client and the other game game client, establish a P2P communication connection; the user-selected audio data to the other game client and saved to the specified path.

优选的,通过以下方式完成步骤c中音频数据的获取:开辟专用的搜索线程;在指定路径中遍历所有文件,获取相应的音频数据;获取所述音频数据的属性信息中的名称信息,并作为相关信息进行记录;如果没有名称信息,则将文件名作为相关信息进行记录。 Preferably, the acquired audio data is completed in step c by: dedicated search open thread; across all the files in the specified path, to obtain the corresponding audio data; name information acquiring the attribute information of the audio data, and as related information is recorded; if there is no name information, the file name as the relevant information is recorded.

优选的,所述的方法还可以包括:接收用户针对特定音频数据的不再搜索指令,则在下一次音频数据的获取中,该音频数据不再被加入。 Preferably, the method may further comprise: receiving user, the next time for obtaining the specific instruction will not search for audio data audio data, the audio data is no longer added.

依据本发明的另一实施例,还公开了一种计算机游戏中处理音频数据的装置,该装置设置在计算机游戏系统中,该装置具体可以包括: According to another embodiment of the present invention, there is disclosed a computer game device of processing audio data, the apparatus is provided in a computer game system, the apparatus may specifically include:

路径获取模块,用于获取本地客户端中所需音频数据的路径; A path obtaining means for obtaining the desired path to the local client audio data;

音频数据获取才莫块,用于获拟目应的音频数据,并在当前游戏界面中显示所述音频lt据的相关信息; Mo only audio data acquiring block for acquiring the proposed entry should audio data and display information of the audio data in the current game lt interface;

指令接收模块,用于接收用户的选择指令和操作指令; Instruction receiving means for receiving a user's selection instruction and an operation instruction;

音频数据处理模块,用于针对用户选择的音频数据,调用所述计算机游戏 An audio data processing module, configured for the audio data selected by the user, a computer game calling

中相应的内部模块完成相应的操作。 A corresponding internal module to complete the corresponding operation.

优选的,当用户的操作指令为播放指令时,所述音频数据处理模块进一步 Preferably, when the user's operation instruction to play instruction, the audio data processing module is further

包括:停止子模块,用于停止当前正在播放的游戏背景音频数据;调用子模块, 用于调用计算机游戏系统中的原音频播放模块,以相同的播放配置信息,播放用户所选的音频数据。 Comprising: a sub-module to stop, for stopping the game background audio data currently being played; sub-module call, calling for a computer game system module original audio playback, playback configuration information is the same, the user selected audio data playback.

优选的,当用户的操作指令为将该音频数据传输至另一游戏客户端时,所述音频数据处理模块进一步包括:玩家指定子模块,用于指定音频数据传输的对方游戏客户端;地址获取子模块,用于针对用户指定的另一游戏客户端,从服务器获取相应的IP地址信息;通信模块,用于在本地游戏客户端和对方游戏客户端之间,建立P2P的通信连接;以及,将用户所选的音频数据传送至对方游戏客户端,并保存至指定路径。 Preferably, when the user's operation instruction is transmitted to the audio data of a game client, the audio data processing module further comprises: a player to specify sub-module, for the other game client specifies the audio data transfer; address acquisition sub-module, configured for the user to specify the other game client, acquires the corresponding IP address information from the server; a communication module for local game between the client and the other game client, P2P communication connection is established; and, the user-selected audio data to the other game client and saved to the specified path.

优选的,所述音频数据获取模块进一步可以包括:搜索子模块,用于开辟专用的搜索线程;以及,在指定路径中遍历所有文件,获取相应的音频数据; 相关信息获取子模块,用于获取所述音频数据的属性信息中的名称信息,并作为相关信息进行记录;如果没有名称信息,则将文件名作为相关信息进行记录; 显示子模块,用于在当前游戏界面中显示所述音频数据的相关信息。 Preferably, the audio data acquisition module may further comprise: a search sub-module, configured to open a dedicated search threads; and, traversing all files in the specified path, to obtain the corresponding audio data; related information obtaining sub-module, configured to obtain the attribute information of the audio data in the name information, and recording as information; name if there is no information, the file name as relevant information is recorded; display module for displaying the audio data in the current game interface relevant information. 依据本发明的另一个实施例,公开了一种计算机游戏系统,包括: 计算机游戏模块,用于提供具有音频播放功能的计算机游戏本身; 路径获取模块,用于获取本地客户端中所需音频数据的路径; 音频数据获取模块,用于获取相应的音频数据,并在当前游戏界面中显示所述音频数据的相关信息; According to another embodiment of the present invention, discloses a computer game system, comprising: a computer game module, for providing an audio playback computer game itself; path acquiring module, configured to obtain a local client, the desired audio data path; audio data acquisition module for acquiring data corresponding to the audio, and display information about the audio data in the current game interface;

指令接收模块,用于接收用户的选择指令和操作指令; 音频数据处理模块,用于针对用户选择的音频数据,调用相应模块完成相应的操作。 Instruction receiving means for receiving a user's selection instruction and the operation instruction; audio data processing module, configured for the audio data selected by the user, call the appropriate module to complete the corresponding operation.

与现有技术相比,本发明具有以下优点: Compared with the prior art, the present invention has the following advantages:

本发明创新性的将本地客户端中的音频数据和计算机游戏中的音频处理程序结合起来,将前者作为后者的一个数据源进行处理,从而不需要再开启另一个应用程序,节约了系统资源;并且,本发明还提供了相应的管理操作模块, The present invention is innovative program audio data to audio processing in the local client computer games and combined, the former as a data source for the latter process, so do not need to start another application, saving system resources ; the present invention also provides a corresponding operation of the management module,

方面用户在游戏内部对本地客户端中的音频数据进行管理和操作。 Aspects of user management and operation of the audio data in the local client within the game.

进而,本发明还提出了通过P2P的方式实现音频数据的共享和传输,首先, Further, the present invention also provides for audio transmission and sharing data through P2P manner, first of all,

通过直接传输音频数据的方式,可以保证音质;其次,通过P2P的数据传输方式可以降低对服务器资源的过多占用,尤其对于网络游戏更是如此。 By way of direct transmission of audio data, the sound quality can be guaranteed; Second, it can reduce excessive occupation of server resources by way of P2P data transmission, especially for online games even more so.

附图说明 BRIEF DESCRIPTION

图1是一种计算机游戏中处理音频数据的方法实施例; 图2是一种计算机游戏中处理音频数据的装置实施例; 图3是一种计算机游戏系统实施例。 FIG 1 is an embodiment of a method for a computer game processing audio data; FIG. 2 is an embodiment of a device for a computer game processing audio data; FIG. 3 is an embodiment of a computer game system.

具体实施方式 detailed description

为使本发明的上述目的、特征和优点能够更加明显易懂,下面结合附图和具体实施方式对本发明作进一步详细的说明。 For the above objects, features and advantages of the invention more comprehensible, the present invention is further the following detailed description in conjunction with the accompanying drawings and specific embodiments.

本发明所涉及的计算机游戏可以包括各种类型的计算机游戏,尤其是网络游戏。 The present invention relates to a computer game may include various types of computer games, especially online games.

本发明所提供的技术方案可用于众多通用或专用的计算系统环境或配置中。 The present invention provides a technical solution with numerous general purpose or special purpose computing system environments or configurations. 例如:个人计算机、服务器计算机、手持设备或便携式设备、平板型设备、 多处理器系统、基于微处理器的系统、置顶盒、可编程的消费电子设备、网络PC、小型计算机、大型计算机、包括以上任何系统或设备的分布式计算环境等等。 For example: personal computers, server computers, handheld or portable devices, tablet devices, multiprocessor systems, microprocessor-based systems, set-top boxes, programmable consumer electronics, network PC, minicomputers, mainframe computers, comprising any of the above systems or devices, the distributed computing environment.

本发明所提供的技术方案可以在由计算机执行的计算机可执行指令的一般上下文中描述,例如程序模块。 The present invention provides a technical solution described in the general context of computer-executable instructions, executed by a computer, such as program modules. 一般地,程序模块包括执行特定任务或实现特定抽象数据类型的例程、程序、对象、组件、数据结构等等。 Generally, program modules include performing particular tasks or implement particular abstract data types routines, programs, objects, components, data structures, and the like. 也可以在分布式计算环境中实践本发明,在这些分布式计算环境中,由通过通信网络而被连接的远程处理设备来执行任务。 The present invention may also be practiced in a distributed computing environment, the distributed computing environments, where tasks are performed by remote processing devices that are linked through a communications network. 在分布式计算环境中,程序模块可以位于包括存储设备在内的本地和远程计算机存储介质中。 In a distributed computing environment, program modules may be located in both local and remote computer storage media including memory storage devices in.

参照图1,示出了本发明一种计算机游戏中处理音频数据的方法实施例, 具体可以包括: Referring to Figure 1, there is shown a method of the present invention, a computer game in the embodiment of processing audio data, specifically comprising:

步骤IOI、运行计算机游戏;本实施例所涉及的计算机游戏包括但不限于以下的游戏类型:动作冒险类、策略战略类,角色扮演类、运动竟技类等等。 Step IOI, a computer running the game; in this embodiment relates to a computer game, including but not limited to, Genre: Action adventure, strategy-based strategy, role-playing, sports racing class and the like.

步骤102、获取本地客户端中所需音频数据的路径, 一般的实现方式可以为,到预定的存储位置读取即可。 Step 102, the path acquires a local client, the desired audio data, the general mode may be implemented, to a predetermined storage location can be read.

该路径可以首先为一个默认路径,例如,游戏安装目录等。 The path can be a first for the default path, for example, the game installation directory and so on. 当然,也可以由用户(玩家)指定一个路径,例如,指定用户希望的音频凝:据文件的所在文件夹。 Of course, you can also specify a path by the user (player), for example, specify a user desired audio condensate: It is where the file folder. 该指定过程可以在游戏程序运行之前,也可以在游戏程序启动之后、路径读取之前。 The process can be specified before the game is running, you can start the program after the game, read before the path.

步骤103、获取相应的音频数据,并在当前游戏界面中显示所述音频数据的相关信息; 一般的实现方式可以为,遍历前述的路径即可。 Step 103, to obtain the corresponding audio data, and displays related information of the audio data in the current game interface; general implementation may, of the traverse path.

在本发明的一个优选实施例中,可以通过以下方式完成步骤103中音频数 In a preferred embodiment of the present invention may be accomplished in step 103 by audio mode

据的获取:首先,开辟专用的搜索线程;然后,在指定路径中遍历所有文件, 获取相应的音频数据;最后,获取所述音频数据的属性信息中的名称信息,并作为相关信息进行记录;如果没有名称信息,则将文件名作为相关信息进行记录。 Data acquisition: First, open-dedicated search thread; then traversing all files in the specified path, to obtain the corresponding audio data; Finally, name information acquiring the attribute information of the audio data, and recorded as related information; If there is no name information, the file name as the relevant information is recorded.

至于所述音频数据相关信息的在游戏界面中的显示区域和显示方式,本发明并不需要加以限定。 As for the display region and display the information related to the audio data in the game interface, the present invention does not require to be defined.

优选的,用户针对搜索到的音频数据,可以进行各种各样的管理行为,例如,排序、删除、重命名等等。 Preferably, the user to search for audio data, can be a variety of management behavior, for example, sort, delete, rename, and so on. 进一步,用户还可以指定某个音频数据不再搜索,即该音频数据在下一次的搜索过程中不再加入结果列表。 Further, the user can also specify the audio data is no longer a search, that is, the audio data of the next search process is no longer added to the list of results.

步骤104、接收用户的选择指令和操作指令; Step 104 receives a user's selection instruction and the operation instruction;

步骤105、针对用户选择的音频数据,调用所述计算机游戏中相应的内部模块完成相应的操作。 Step 105, for the audio data selected by a user, a computer game calling the corresponding internal module to complete the corresponding operation.

在本发明的一优选实施例中,当用户的操作指令为播放指令时,所述步骤105进一步可以包括以下子步骤:首先,停止当前正在播放的游戏背景音频数据;然后,以相同的播放配置信息,播放用户所选的音频数据。 In a preferred embodiment of the present invention, when the user's operation instruction to playing instructions, step 105 may further comprise the following substeps: First, stop the game background audio data currently being played; then, play the same configuration information, the user selected audio data playback.

在本发明的另一优选实施例中,当用户的操作指令为将该音频数据传输至另一游戏客户端时,所述步骤105进一步可以包括以下子步骤: In another preferred embodiment of the present invention, when the user's operation instruction to the audio data transmitted to the other game client, step 105 may further comprise the substeps of:

A、 针对用户指定的另一游戏客户端,从服务器获取相应的IP地址信息; A, for the user to specify the other game client, acquires the corresponding IP address information from the server;

B、 在本地游戏客户端和对方游戏客户端之间,建立P2P ( Point 2 Point, 点对点)的通信连接; C、将用户所选的音频数据传送至对方游戏客户端,并保存至指定路径。 B, between the local client and the other game game client, establish a communication connection P2P (Point 2 Point, point to point) a; C, transferring audio data to the user selected other game client and saved to the specified path.

上述过程主要应用于网络游戏中,通过优选的P2P传输方式,可以尽量少的占用网络游戏服务器的系统资源。 The above process is mainly applied to the network game system resources by preferred P2P transmission, it can occupy as little as possible in the network game server.

通过上述方法实施例的描述,可以得知,本发明能够在计算机游戏系统中提供一种可由玩家获取本地音乐,并传输给一个或多个玩家的功能,从而增加玩家的游戏乐趣,方便玩家之间的交流。 Examples of the above described methods, can be known, the present invention can provide a local music acquired by a player, and transmitted to the function of one or more players, thereby increasing the fun of the game player in a computer game system, the player easily between exchanges.

下面对P2P传输方式进行简单介绍。 Below the P2P transmission for a brief introduction.

P2P又称为对等互联网络技术,是一种用于不同PC (Personal Computer 的缩写,也就是个人计算机)用户之间,不经过中继设备直接交换数据或服务的技术。 P2P, also known as peering network technology, is a different PC for (abbreviation for Personal Computer, that is, personal computers) between users, without the direct exchange of technical data relay devices or services. 在P2P网络中,PC用户可以直接连接到其他用户的计算机,而不需要连接到服务器上再进行浏览与下载。 In P2P network, PC users can connect directly to another user's computer, without the need to connect to the server and then viewing and downloading. 例如,现在常用的数据驱动的P2P网络, 就具有以下特点: For example, now commonly used in data-driven P2P network, it has the following characteristics:

(1)网络由许多P2P节点构成,这些节点包括在线用户(即客户端)和服务器,其中每个节点都和一部分其他节点相连接,这些节点称为该节点的邻居; (1) P2P network consists of many nodes that include online users (i.e., clients) and servers, and wherein each node is connected to a portion of the other nodes, these nodes are called neighbors of the node;

(2 )每一个P2P节点周期性地与它的邻居交换数据块可用性信息; (3 )每一个P2P节点从它的邻居节点索取和接收自己所没有的数据块, 并将自己所拥有的数据块发送给向自己索取的邻居,即主要由数据块的接收方决定数据块的传播路径,且每一个数据块的传播^4圣可能不同。 (2) Each node periodically P2P data block availability information exchange and its neighbors; (3) each P2P node request and receive data from the block does not have its own neighbor nodes, and the data blocks have their request to send to their neighbors, i.e., the propagation path of data blocks is mainly determined by the receiver of data blocks, each data block and propagation of St ^ 4 may be different.

参照图2,示出了一种计算机游戏中处理音频数据的装置实施例,其设置 Referring to Figure 2, there is shown a computer game apparatus in an embodiment of processing audio data, which is provided

在现有的计算机游戏系统中,该装置200具体可以包括: In the conventional game computer system, the apparatus 200 may comprise specifically:

路径获取模块201,用于获取本地客户端中所需音频数据的路径; 音频数据获取模块202,用于获取相应的音频数据,并在当前游戏界面中 Route acquisition module 201, configured to obtain the desired path to the local client audio data; audio data acquisition module 202, configured to obtain the corresponding audio data, and the current game interface

显示所述音频数据的相关信息; 一般的,通过遍历指定路径中的音频数据即可 Displaying the correlation information of the audio data; general, audio data by traversing the path to the specified

实现获取; Achieve access;

指令接收模块203,用于接收用户的选择指令和才喿作指令; 音频数据处理模块204,用于针对用户选择的音频数据,调用所述计算机游戏中相应的内部模块完成相应的操作。 Instruction receiving module 203 for receiving a user's selection instruction and instruction for only Qiao; audio processing module 204, used for the user-selected audio data, a computer game calling the corresponding internal module to complete the corresponding operation.

在本发明的一优选实施例中,当用户的才喿作指令为播放指令时,所述音频 In a preferred embodiment of the present invention, only when the user's instruction is a playback instruction as Qiao, the audio

数据处理模块204可以进一步包括:停止子才莫块,用于停止当前正在播放的游戏背景音频数据;调用子模块,用于调用计算机游戏系统中的原音频播放模块, 以相同的播放配置信息,播放用户所选的音频数据。 The data processing module 204 may further comprise: stopping the sub-block only Mo, the game background for stopping the audio data currently being played; call sub-module, a computer game system for calling original audio playback module configured to play the same information, play the audio data selected by the user.

在本发明的另一优选实施例中,当用户的操作指令为将该音频数据传输至另一游戏客户端时,所述音频数据处理模块204可以进一步包括:玩家指定子模块,用于指定音频数据传输的对方游戏客户端;地址获取子模块,用于针对用户指定的另一游戏客户端,从服务器获取相应的IP地址信息;通信才莫块, 用于在本地游戏客户端和对方游戏客户端之间,建立P2P的通信连接;以及, 将用户所选的音频数据传送至对方游戏客户端,并保存至指定路径。 In another preferred embodiment of the present invention, when the user's operation instruction is transmitted to the audio data of a game client, the audio data processing module 204 may further comprise: a player to specify sub-module, for designating an audio game data transmission counterpart client; address acquisition sub-module, configured for the user to specify the other game client, acquires the corresponding IP address information from the server; the communication was MO block for the local client and the other game game client between the ends, establish a P2P communication connection; and the user-selected audio data to the other game client and saved to the specified path.

当然,对于音频数据的传输也可以通过服务器转发的方式实现,采用上述实现方式可以尽量少的占用网络游戏中服务器的系统资源。 Of course, for the transmission of audio data may be realized by way of forwarding server, the above-described implementations may occupy as little as possible in the network game system resource server.

在本发明的另一优选实施例中,音频凝:据获和漠块202可以进一步包括: In another preferred embodiment of the present invention, the audio condensate: It is eligible and desert block 202 may further comprise:

搜索子模块,用于开辟专用的搜索线程;以及,在指定路径中遍历所有文件, Search sub-block, open up a dedicated search for the thread; and, through all the files in the specified path,

获取相应的音频数据;相关信息获取子模块,用于获取所述音频数据的属性信息中的名称信息,并作为相关信息进行记录;如果没有名称信息,则将文件名作为相关信息进行记录;显示子模块,用于在当前游戏界面中显示所述音频数据的相关信息。 To obtain the corresponding audio data; related information obtaining sub-module, configured to obtain information of the name of the attribute information of the audio data, and recorded as related information; name if there is no information, the file name as relevant information is recorded; Show sub-module, for displaying information related to the audio data in the current game interface.

参照图3,示出了一种计算机游戏系统实施例,该系统300包括: 计算机游戏模块301,用于提供具有音频播放功能的计算机游戏本身; 路径获取模块302,用于获取本地客户端中所需音频数据的路径; 音频数据获取模块303,用于获取相应的音频数据,并在当前游戏界面中 Referring to Figure 3, there is shown an embodiment of a computer game system, the system 300 comprising: a computer game module 301, for providing an audio playback computer game itself; route acquisition module 302, configured to obtain a local client as a path for an audio data; audio data acquisition module 303, configured to obtain the corresponding audio data, and the current game interface

显示所述音频凄t据的相关信息; Displaying the audio data sad t-related information;

指令接收模块304,用于接收用户的选择指令和操作指令; 音频数据处理模块305,用于针对用户选择的音频数据,调用相应才莫块完 Instruction receiving module 304 for receiving a user's selection instruction and the operation instruction; audio processing module 305 configured for the audio data selected by the user, it calls the corresponding block is completed Mo

成相应的操作。 To the corresponding operation.

图3所示实施例的目的在于公开一个完整的、增加了处理本地音频数据功能的计算机游戏系统。 Figure 3 embodiment is that the purpose of a complete disclosure, a computer game system to increase the local audio data processing function.

下面以一个具体的流程,对本发明作进一步的说明: Below a specific process of the present invention will be further described:

1、由用户通过输入指定音乐文件所在的文件夹,在游戏开始时自动进行 1, input by the user to specify the folder where the music files, automatically at the beginning of the game

更新并开始遍历过程,如果用户没有输入则默认为游戏安装目录; Update and start traversing process, if the user does not enter the default installation directory for the game;

2 、遍历整个文件夹中的文件并根据后缀名提取所有音乐文件(例如,.mp3, .wma等)并保存到游戏列表中;具体可以包括以下子步骤: 2.1 、由游戏主线程开辟专门用于搜索音乐文件的线程; 2.2、该线程以较小的CPU占用率,对整个指定文件夹进行文件遍历并记录所有的音乐文件(也可以指定格式,例如,.mp3, .wma等);其中,较小的CPU占用率含义为,该线程创建时设定的优先级较低,在操作系统如Windows管理下会分配较少的时间片于该线程,即较小的CPU占用率。 2, through the whole folder and file name suffix according to extracts of all music files (for example, .mp3, .wma, etc.) and save it to the list of games; specifically include the following sub-steps: 2.1, the game opened up by the main thread devoted thread search for music files; 2.2, the thread with a smaller CPU occupancy rate for the entire file to traverse the specified folder and record all music files (you can also specify the format, for example, .mp3, .wma, etc.); wherein , meaning less CPU usage is low set when the thread is created for priority and allocate less time slice under operating systems such as Windows to manage the thread that smaller CPU utilization. 由于音乐得搜索结果可以分批显示,用户也并不需要立刻就获得结果,所以釆用低优先级线程虽然会造成比较长的运行时间,但是不会影响用户在游戏中的体验。 Because music can get search results in batches displayed, the user does not need to immediately get results, so preclude the use of low-priority thread, although it will result in a long running time, but does not affect the user experience in the game. 当然对于其他操作系统可能做法不尽相同,基本原理不变。 Of course, the practice may vary for other operating systems, the basic principles remain unchanged.

2.3 、搜集找到的音乐文件的属性信息中有关音乐名字方面的信息并将其保存到列表中,如果没有相关信息则将文件名作为信息保存;如果有相同的记录则不重复增加列表项; 2.3, the attribute information of music files to collect information about the music found in terms of name and save it to the list, if no relevant information will be stored as an information file name; if not repeat the same record increase in the list of items;

3、 在游戏界面窗口中显示当前搜索到的所有音乐文件; 3, displays all music files to the current search in the game interface window;

4、 用户对显示的音乐文件进行管理; 4, users manage music files displayed;

用户可以对当前列表中的项目进行选定、删除处理等等;如果用户勾选不再搜索的选项,则被删除的文件将会被记录,并在以后更新时不再被加入列表中; Users can be on the current list item is selected, the deletion process and so on; if the user check the option is no longer the search, were deleted file will be recorded, and when the update will no longer be added to the list;

5、 用户可以在本地播放选中的音乐文件;具体可以包括以下子步骤: 5, the user can play the selected music files locally; specifically include the following sub-steps:

5.1、 用户播放后首先停止当前正在播放的背景音乐; 5.1, users first stop playing background music that is currently playing;

5.2、 以相同的配置信息(音量,声道等)播放用户选中的音乐文件; 5.2, the user selects to play music files in the same configuration information (volume, channel, etc.);

6、 用户可以向对方客户端共享选中的音乐文件;具体可以包括以下子步 6, users can share selected music files to other clients; specifically include the following sub-steps

骤: Step:

6.1、 用户选择共享对象后从服务器获得对方的IP地址等信息并向对方发送邀请消息; 6.1, users choose to get the other side of the shared object from the server IP address and other information to the other party to send the invitation message;

6.2、 对方同意后尝试通过UDP的连接方式与对方建立P2P的连4矣; 6.2, even after the consent of the other 4 men try to establish P2P connections via UDP with each other;

6.3、 连接长时间没有响应返回失败信息; 6.3, no response time is connected to return failure information;

6.4、 连接成功则开始传输该音乐文件至对方; 6.4, the connection is successful then began to transfer the music files to each other;

6.5、 音乐文件传输过程中如果失败则返回^^晉误消息并提示续传; 6.5, a music file transfer process if it fails to return ^^ Jin error message and prompt resume;

6.6、 传输完毕后该文件保存到游戏相应目录中并自动添加到对方的音乐文件列表中; 6.6 After the transfer is complete save the file to the appropriate directory in the game and automatically added to the list of music files in the other;

6.7、 用户可以对该音乐文件进行相同的操作; 6.7, the user can perform the same operation on the music files;

6.8、 如果该文件已经存在于当前文件夹中,则自动对此文件进行改名到不重名。 6.8, if the file already exists in the current folder, this file is automatically renamed to not duplicate names.

本说明书中的各个实施例均釆用递进的方式描述,每个实施例重点说明的都是与其他实施例的不同之处,各个实施例之间相同相似的部分互相参见即可。 This specification preclude various embodiments are described with progressive way, differences from the embodiment and the other embodiments each of which emphasizes embodiment, the same parts of the similarity between the embodiments refer to each other. 对于系统实施例而言,由于其与方法实施例基本相似,所以描述的比较简单,相关之处参见方法实施例的部分说明即可。 For embodiments of the system, since the method of the embodiment which is substantially similar, the description is relatively simple, see Methods section of Example place related to embodiments described.

以上对本发明所提供的一种计算机游戏中,处理音频数据的方法和系统, Above for a computer game provided by the present invention, a method and system for processing audio data,

述,以上实施例的说明只是用于帮助理解本发明的方法及其核心思想;同时, 对于本领域的一般技术人员,依据本发明的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本发明的限制。 Described later, the above described embodiments are only used to help understand the method and core ideas of the present invention; Meanwhile, those of ordinary skill in the art, according to the ideas of the present invention, in the embodiments and application scopes of change , the summary, the present specification shall not be construed as limiting the present invention.

Claims (10)

  1. 1、一种计算机游戏中处理音频数据的方法,其特征在于,包括: 步骤a、运行计算机游戏; 步骤b、获取本地客户端中所需音频数据的路径; 步骤c、获取相应的音频数据,并在当前游戏界面中显示所述音频数据的相关信息; 步骤d、接收用户的选择指令和操作指令; 步骤e、针对用户选择的音频数据,调用所述计算机游戏中相应的内部模块完成相应的操作。 1, a computer game in the method of processing audio data, characterized by comprising the steps of: a, a computer running the game; Step B, obtaining the desired path to the local client audio data; step C, to obtain the corresponding audio data, and displaying information about the audio data in the current game interface; step d, and receiving a user's selection instruction operation instruction; step E, for the audio data selected by a user, a computer game calling the corresponding internal module to complete the corresponding operating.
  2. 2、 如权利要求1所述的方法,其特征在于,当用户的操作指令为播放指令时,所述步骤e进一步包括:停止当前正在播放的游戏背景音频数据;以相同的播放配置信息,播放用户所选的音频数据。 2. The method as claimed in claim 1, wherein, when the user's playback instruction is an operation instruction, said step e further comprises: stop playing the background audio data currently being played; configuration information in the same play, play user-selected audio data.
  3. 3、 如权利要求1或2所述的方法,其特征在于,当用户的操作指令为将该音频数据传输至另一游戏客户端时,所述步骤e进一步包括:针对用户指定的另一游戏客户端,从服务器获取相应的IP地址信息; 在本地游戏客户端和对方游戏客户端之间,建立P2P的通信连接; 将用户所选的音频数据传送至对方游戏客户端,并保存至指定路径。 3. A method as claimed in claim 1 or claim 2, wherein, when the user's operation instruction is transmitted to the audio data of a game client, said step e further comprises: another game for a user specified the client acquires the corresponding IP address information from the server; between the local client and the other game game client, establish a P2P communication connection; the user-selected audio data to the other game client and saved to the specified path .
  4. 4、 如权利要求1所述的方法,其特征在于,通过以下方式完成步骤c中音频数据的获取:开辟专用的搜索线程;在指定路径中遍历所有文件,获取相应的音频数据; 获取所述音频数据的属性信息中的名称信息,并作为相关信息进行记录; 如果没有名称信息,则将文件名作为相关信息进行记录。 4. The method of claim 1, wherein step (c) the acquired audio data is completed in the following manner: open dedicated search thread; across all the files in the specified path, to obtain the corresponding audio data; acquiring the name information attribute information of the audio data, and recorded as relevant information; if there is no name information, the file name as the relevant information is recorded.
  5. 5、 如权利要求4所述的方法,其特征在于,还包括: 接收用户针对特定音频数据的不再搜索指令,则在下一次音频数据的获取中,该音频数据不再被加入。 5. The method as claimed in claim 4, characterized in that, further comprising: receiving user, the next time for obtaining the specific instruction will not search for audio data audio data, the audio data is no longer added.
  6. 6、 一种计算机游戏中处理音频数据的装置,其特征在于,设置在计算机游戏系统中,该装置包括: 路径获取模块,用于获取本地客户端中所需音频数据的路径;音频数据获取模块,用于获取相应的音频数据,并在当前游戏界面中显示所述音频数据的相关信息;指令接收模块,用于接收用户的选择指令和操作指令; 音频数据处理模块,用于针对用户选择的音频数据,调用所述计算机游戏中相应的内部模块完成相应的操作。 6, a computer game device of processing audio data, wherein, provided in a computer game system, the apparatus comprising: a path obtaining means for obtaining a desired path of the local client audio data; audio data acquisition module for obtaining the corresponding audio data, and displays related information of the audio data in the current game interface; an instruction receiving module, for receiving a user's selection instruction and the operation instruction; audio data processing module, configured for a user-selected audio data, a computer game calling the corresponding internal module to complete the corresponding operation.
  7. 7、 如权利要求6所述的装置,其特征在于,当用户的操作指令为播放指令时,所述音频数据处理模块进一步包括:停止子模块,用于停止当前正在播放的游戏背景音频数据; 调用子模块,用于调用计算机游戏系统中的原音频播放模块,以相同的播放配置信息,播放用户所选的音频数据。 7. The apparatus as claimed in claim 6, wherein, when the user's operation instruction is an instruction during playback, the audio data processing module further comprises: sub-module stop, for stopping the game background audio data currently being played; sub-module call, calling for a computer game system module original audio playback, playback configuration information is the same, the user selected audio data playback.
  8. 8、 如权利要求6或7所述的方法,其特征在于,当用户的操作指令为将该音频数据传输至另一游戏客户端时,所述音频数据处理模块进一步包括:玩家指定子模块,用于指定音频数据传输的对方游戏客户端; 地址获取子模块,用于针对用户指定的另一游戏客户端,从服务器获取相应的IP地址信息;通信^t块,用于在本地游戏客户端和对方游戏客户端之间,建立P2P的通信连接;以及,将用户所选的音频数据传送至对方游戏客户端,并保存至指定路径。 8. A method as claimed in claim 6 or 7, wherein, when the user's operation instruction is transmitted to the audio data of a game client, the audio data processing module further comprises: a player to specify sub-module, audio data for specifying the counterpart game client; address acquisition sub-module, configured for the user to specify the other game client, acquires the corresponding IP address information from the server; ^ t a communication block for the local game client and the other between the game client, establish a P2P communication connection; and the user-selected audio data to the other game client and saved to the specified path.
  9. 9、 如权利要求1所述的方法,其特征在于,音频数据获取模块进一步包括:搜索子模块,用于开辟专用的搜索线程;以及,在指定路径中遍历所有文件,获取相应的音频数据;相关信息获取子模块,用于获取所述音频数据的属性信息中的名称信息, 并作为相关信息进行记录;如果没有名称信息,则将文件名作为相关信息进行记录;显示子模块,用于在当前游戏界面中显示所述音频数据的相关信息。 9. A method as claimed in claim 1, characterized in that the audio data acquisition module further comprises: a search sub-module, configured to open a dedicated search threads; and, through all files in the specified path, to obtain the corresponding audio data; related information obtaining sub-module, configured to obtain information of the name of the attribute information of audio data, and recorded as related information; name if there is no information, the file name as relevant information is recorded; display sub-module, configured to the current display information of the audio data in the game interface.
  10. 10、 一种计算机游戏系统,其特征在于,包括: 计算机游戏模块,用于提供具有音频播放功能的计算机游戏本身; 路径获取模块,用于获取本地客户端中所需音频数据的路径;音频数据获取模块,用于获取相应的音频数据,并在当前游戏界面中显示所述音频数据的相关信息;指令接收模块,用于接收用户的选择指令和操作指令; 音频数据处理模块,用于针对用户选择的音频数据,调用相应模块完成相应的操作。 10, a computer game system comprising: a computer game module, for providing an audio playback computer game itself; path acquiring module, for acquiring the desired path to the local client audio data; audio data acquiring module, for acquiring the respective audio data, and displays related information of the audio data in the current game interface; an instruction receiving module, for receiving a user's selection instruction and the operation instruction; audio data processing module, configured for the user selected audio data, call the appropriate module to complete the corresponding operation.
CN 200710120272 2007-08-14 2007-08-14 Method and system for processing audio data in computer game CN100578516C (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
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CN102541900A (en) * 2010-12-24 2012-07-04 无锡华润上华半导体有限公司 Optical proximity correction data query method and optical proximity correction data query system
CN104536734A (en) * 2014-12-12 2015-04-22 珠海金山网络游戏科技有限公司 System and method for managing general game sound effects

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JP3480434B2 (en) 2000-02-21 2003-12-22 ムーン ホワン スー Data can be downloaded toy equipment
JP2002282538A (en) 2001-01-19 2002-10-02 Sony Computer Entertainment Inc Voice control program, computer-readable recording medium with voice control program recorded thereon, program execution device for executing voice control program, voice control device, and voice control method

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102541900A (en) * 2010-12-24 2012-07-04 无锡华润上华半导体有限公司 Optical proximity correction data query method and optical proximity correction data query system
CN104536734A (en) * 2014-12-12 2015-04-22 珠海金山网络游戏科技有限公司 System and method for managing general game sound effects
CN104536734B (en) * 2014-12-12 2018-01-02 珠海金山网络游戏科技有限公司 A universal game sound management system and method

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