CN105068798A - System and method for controlling volume and sound effect of game on the basis of Fmod - Google Patents

System and method for controlling volume and sound effect of game on the basis of Fmod Download PDF

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Publication number
CN105068798A
CN105068798A CN201510448992.9A CN201510448992A CN105068798A CN 105068798 A CN105068798 A CN 105068798A CN 201510448992 A CN201510448992 A CN 201510448992A CN 105068798 A CN105068798 A CN 105068798A
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audio
volume
group
games
fmod
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陈汉辉
李茂�
吴海权
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Zhuhai Kingsoft Online Game Technology Co Ltd
Chengdu Xishanju Interactive Entertainment Technology Co Ltd
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Zhuhai Kingsoft Online Game Technology Co Ltd
Chengdu Xishanju Interactive Entertainment Technology Co Ltd
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Abstract

The technical scheme of the invention comprises a system and a method for controlling the volume and the sound effect of a game on the basis of Fmod. The system comprises a sound effect and volume classifier, a file editor, a volume manager and a sound effect manager, wherein the sound effect and volume classifier is used for classifying and storing the sound effect and the volume; the file editor is used for packaging a data table; the volume manager is used for managing the volume of a game program; and the sound effect manager is used for managing the sound effect of the game program. The system has the beneficial effects that the system can group the sound effects so as to bring convenience for management, can regulate the volume and the sound effect only by revising a configuration table, can carry out compression processing on the unimportant sound effect when the important sound effect is played so as to achieve a purpose that the important sound effect can be clearly heard, individually extracts the special sound effect and uses a special assembly to process the special sound effect when the special sound effect is processed and event parameters need to be revised, and revises a data file of relevant configuration during specific processing, and can flexibly control the sound effect and the sound volume of a whole game.

Description

A kind of system and method controlling game volume, audio based on Fmod
Technical field
The present invention relates to a kind of system and method controlling game volume, audio based on Fmod, belong to computer game MultiMedia Field.
Background technology
Volume and audio have very important effect in gaming.In the design and development of game, audio is one of a kind of important artistic expression form of expression.Fmod audio frequency exploitation engine, audio designer can be allowed to design audio event, and programmer plays back in games, makes to link up between audio designer and programmer convenient, greatly reduces the coupling before sounds specialist and programmer.But, still have part volume audio effect to use Fmod inconvenience to solve, such as, after sounds specialist uses Fmodstudio software development to complete audio, the size of audio volume is determined, and in game process, need specifically to adjust as the case may be, instantiation is as follows:
1) a lot of audio module is had in game, as: game background sound, footsteps, monster cry, strike clash, environment
Make an uproar in the end, technical ability volume audio etc.If audio module release changes, then need to finely tune in gaming, or finely tune one by one at Fmod, and also need after the adjustment to recompilate.
2) in game, at broadcasting background music, step audio, to make an uproar at the bottom of environment, when hitting audio, play suddenly a kind of blast
During audio, and background sound is more noisy, clearly cannot hear blast audio, at this time will give the sensation of a kind of noise of player.But the object of game designer, when allowing blast produce, reduces the impact of other audios on explosive sound, make player hear the explosion clearly, the impact sense that sensation blast audio brings.
3), in game, the audio effect processing that some are special is had, such as, the sound of motor car engine, starting, slowly travel, drive at moderate speed, the stage audio of running at high speed is each different, can build an assembly like this and manage, conveniently manage the linear and jumping characteristic of this kind of audio and change.
4) at different platforms, on different equipment, the effect that audio shows is different, but often increases a set of increase just representing cost.Audio such as in audio amplifier sounds standard of comparison, and in mobile phone, sound like noise, can adjust its frequency by frequency of utilization balanced device like this, filter some frequency, makes audio sound partially thinner, but is unlikely to picture noise.
For effect above, programmer and sounds specialist is needed to carry out coding separately.But games have similar audio demand identical in a large number, if each effect needs to write separately, this means low efficiency, more cost and numerous and diverse compiling procedure, or in implementation procedure, the gradual change details of sound effect of game is not handled well, reduces the expression effect of audio.
Summary of the invention
For development efficiency, complicated performance history and high development cost that prior art is low, the invention provides a kind of based on Fmod control game volume, the system and method for audio, makes the exploitations of the volume in game, audio become easy, efficient, low cost.
Technical scheme of the present invention adopts Fmod acoustics engine and lua Script Programming technology.Wherein, Lua is write by standard C and forms, and code precision and elegance almost can compile and run in all operations system and platform, and Lua is indicative language simultaneously, just can perform, need not compile after amendment.Fmod has numerous notice boards, can have the problem that quick solution is relevant, and it has stable and ripe library file simultaneously, can provide the good support of all universal audios, adds audio files easily in application, and does not need to consider manual coding.
The present invention includes a kind of system controlling game volume, audio based on Fmod, this system comprises: volume, audio class manager, classify for the volume to game, audio, corresponding volume group, audio group is set up in Fmod, create grouped data table to store volume group, audio group, can edit grouped data table simultaneously; File configuration device, for deriving volume group and audio group tables of data and be encapsulated as lua configuration file; Volume manager, when games run, for resolving and loading the volume group part of lua configuration file, calls the environmental volume of acquiescence when volume Control Component starts according to lua configuration file initialization games, determines the total volume of games; Audio manager, when games run, for resolving and loading the audio group part of lua configuration file, obtain the acquiescence audio volume in lua configuration file, record acquiescence audio simultaneously, call corresponding assembly according to audio Behavioral change to process, wherein audio comprises audio behavior and audio volume.
Further, described volume, audio class manager comprise: sort module, for classifying to volume, audio according to volumes different in games, audio type and audio Behavioral change, audio volume change, and in Fmod, set up corresponding volume group and audio group; Memory module, uses grouped data table to set up, store and edit for audio group, the volume group set up Fmod, can dock to receive edit requests and carry out correspondence editor to grouped data table simultaneously.
Further, described file configuration device comprises: package module, is packaged into volume group, audio group profile for being imported in lua editing machine by grouped data table.
Further, described volume manager comprises: volume parsing module, resolves lua volume group profile for the lua document parser calling games, and loads the volume group profile after resolving; Volume initialization module, calls initialization function according to configuration file initialization default contexts volume during for starting games; Total volume administration module, determines that total volume of games is that games initial default environmental volume is multiplied by current audio volume.
Further, described audio manager comprises: audio parsing module, resolves audio group profile for the lua document parser calling games, loads the audio group profile after resolving; Volume linear difference assembly, in games operational process, the change of audio behavioral phase causes linearly calculating current audio volume during audio volume phasic Chang;
Sound effect parameters editing component, during for needing increase games or revise the logic of new audio behavior, carries out editing to produce new audio accordingly to the audio behavioral parameters in audio group; Dynamic equalizer Management Unit, for when games run, adjusts frequency dynamically, strengthens audio effect; Stage sound effect control assembly, for audio behavior, the audio volume in each stage at Fmod editing machine establishing stage audio, when audio behavior changes, according to audio change interim in corresponding Fmod, linear or jump transition processing are carried out to audio behavior, audio volume; Described stage sound effect control assembly also comprises audio volume, the self-defined editor of audio behavior, when needing to edit audio volume, audio behavior for assembly, interface function is used to send edit requests to corresponding grouped data table memory module, after having asked, correspondence editor is carried out to audio volume, audio behavior.Send edit requests to corresponding grouped data table, after having asked, corresponding volume, audio carry out correspondence editor.
The present invention includes a kind of method controlling game volume, audio based on Fmod, the technical scheme of the method comprises: volume, the audio of game are classified, corresponding volume group, audio group is set up in Fmod, create grouped data table to store volume group, audio group, can edit grouped data table simultaneously; Volume group and audio group tables of data are derived and be encapsulated as lua configuration file; When games run, resolve and load the volume group part of lua configuration file, call the environmental volume of acquiescence when volume Control Component starts according to lua configuration file initialization games, the audio volume of process special sound effect, determines the total volume of games;
Further, described also comprises based on Fmod volume, audio management method: classify to volume, audio according to volumes different in games, audio type and audio Behavioral change, audio volume change, and in Fmod, set up corresponding volume group and audio group; The audio group set up Fmod, volume group use grouped data table to set up, store and edit, and can dock to receive edit requests and carry out correspondence editor to grouped data table simultaneously.
Further, described based on Fmod volume, the method for audio management also comprises: receive edit requests and carry out increasing newly or revising to grouped data table; Classification process performed successively to the request that is newly-increased, amendment received, uses lua editing machine to be encapsulated as configuration file, configuration file sent to corresponding resolver, the configuration file of parsing sends to volume manager or audio manager.
Further, described based on Fmod volume, the method for audio management also comprises: the lua document parser calling games is resolved lua volume group profile, and loads the volume group profile after resolving; Initialization function is called according to configuration file initialization default contexts volume when games are started; When games run, the delta data of record audio, volume, meanwhile, also for the treatment of special sound effect volume, when occurring ad hoc audio, carrying out compression process to no special audio volume and environmental volume, special sound effect volume can be displayed; Determine that total volume of games is that games initial default environmental volume is multiplied by current audio volume.
Further, described based on Fmod volume, the method for audio management also comprises: the lua document parser calling games is resolved audio group profile, loads the audio group profile after resolving; In games operational process, the change of audio behavioral phase causes linearly calculating current audio volume during audio volume phasic Chang; When increasing games or revise the logic of new audio behavior, carry out editing to produce new audio accordingly to the audio behavioral parameters in audio group; For when games run, adjust frequency dynamically, strengthen audio effect; In audio behavior, the audio volume in each stage of Fmod editing machine establishing stage audio, when audio behavior changes, according to audio change interim in corresponding Fmod, linear or jump transition processing are carried out to audio behavior, audio volume; When also needing to edit audio volume, audio behavior for assembly, use interface function to send edit requests to corresponding grouped data table memory module, after having asked, correspondence editor is carried out to audio volume, audio behavior.
Beneficial effect of the present invention is: can divide into groups to audio, convenient management, regulates audio volume only to need amendment allocation list both can; When playing important audio, compression process can be carried out, to reach the clear object hearing important audio to insignificant audio; When process special sound effect needs to modify to event argument, then special sound effect is extracted separately, use special assembly process, when specifically processing, the data file of amendment relevant configuration; Audio and the volume of whole game can be controlled flexibly, make the volume of game and audio exploitation become convenient and quick.
Accompanying drawing explanation
Figure 1 shows that system construction drawing according to a first embodiment of the present invention;
Figure 2 shows that process flow diagram according to a second embodiment of the present invention;
Figure 3 shows that the volume data table graph of a relation according to the embodiment of the present invention;
Figure 4 shows that the audio tables of data graph of a relation according to the embodiment of the present invention;
Figure 5 shows that the bomb blast processing flow chart according to the specific embodiment of the invention;
Figure 6 shows that the audio change process process flow diagram of the car engine according to the specific embodiment of the invention.
Embodiment
In order to make the object, technical solutions and advantages of the present invention clearly, describe the present invention below in conjunction with the drawings and specific embodiments.
Figure 1 shows that the structural drawing of the system based on Fmod control game volume, audio according to a first embodiment of the present invention, this system comprises: volume, audio sorter, file configuration device, volume manager, audio manager.Wherein volume, audio sorter can carry out self-defined classification to volume, audio, and sorted volume, audio usage data table are stored, and this tables of data can self-definedly be revised; File configuration device, for above-mentioned volume, audio tables of data are carried out encapsulation process, becomes configuration file; Volume manager, when games run, for resolving and loading the volume group part of lua configuration file, call the environmental volume of acquiescence when volume Control Component starts according to lua configuration file initialization games, the audio volume of process special sound effect, determines the total volume of games; Audio manager is for resolving and loading the audio group part of lua configuration file, obtain the acquiescence audio volume in lua configuration file, record acquiescence audio simultaneously, call corresponding assembly according to audio Behavioral change and process, wherein audio comprises audio behavior and audio volume.
Particularly, described volume, audio sorter can comprise: sort module, for classifying to volume, audio according to volumes different in games, audio type and audio Behavioral change, audio volume change, and in Fmod, set up corresponding volume group and audio group; Memory module, uses grouped data table to set up, store and edit for audio group, the volume group set up Fmod, can dock to receive edit requests and carry out correspondence editor to grouped data table simultaneously.
Particularly, described file configuration device can comprise: package module, is packaged into volume group, audio group profile for being imported in lua editing machine by grouped data table.
Particularly, described volume manager comprises: volume parsing module, resolves lua volume group profile for the lua document parser calling games, and loads the volume group profile after resolving; Volume initialization module, calls initialization function according to configuration file initialization default contexts volume during for starting games; Volume control module, for when games run, the delta data of record audio, volume, meanwhile, also for the treatment of ad hoc audio volume, when there is ad hoc audio, this assembly carries out compression process to no special audio volume and environmental volume, and special sound effect volume can be displayed; Total volume administration module, determines that total volume of games is that games initial default environmental volume is multiplied by current audio volume.
Particularly, described audio manager comprises: audio parsing module, resolves audio group profile for the lua document parser calling games, loads the audio group profile after resolving; Volume linear difference assembly, in games operational process, the change of audio behavioral phase causes linearly calculating current audio volume during audio volume phasic Chang; Sound effect parameters editing component, during for needing increase games or revise the logic of new audio behavior, carries out editing to produce new audio accordingly to the audio behavioral parameters in audio group; Dynamic equalizer Management Unit, for when games run, adjusts frequency dynamically, strengthens audio effect; Stage sound effect control assembly, for audio behavior, the audio volume in each stage at Fmod editing machine establishing stage audio, when audio behavior changes, according to audio change interim in corresponding Fmod, linear or jump transition processing are carried out to audio behavior, audio volume; Above-mentioned stage sound effect control assembly also comprises audio volume, the self-defined editor of audio behavior, when needing to edit audio volume, audio behavior for assembly, interface function is used to send edit requests to corresponding grouped data table memory module, after having asked, correspondence editor is carried out to audio volume, audio behavior.
Figure 2 shows that the process flow diagram of the method for the game of the control based on Fmod volume according to a second embodiment of the present invention, audio, described method comprises step, wherein each step can be run in order or not in order, such as trigger based on event or condition and run: the volume of playing, audio are classified, corresponding volume group, audio group is set up in Fmod, create grouped data table to store volume group, audio group, can edit grouped data table simultaneously; Volume group and audio group tables of data are derived and be encapsulated as lua configuration file; When games run, resolve and load the volume group part of lua configuration file, call the environmental volume of acquiescence when volume Control Component starts according to lua configuration file initialization games, the audio volume of process special sound effect, determines the total volume of games; When games run, resolve and load the audio group part of lua configuration file, obtaining the acquiescence audio volume in lua configuration file, simultaneously record acquiescence audio, call corresponding assembly according to audio Behavioral change to process, wherein audio comprises audio behavior and audio volume.
Shown in Fig. 3 is volume data table graph of a relation according to the embodiment of the present invention, wherein, when the default volume that what shown D, E, F, G row represented respectively is in game, volume reduce institute can the minimum x% of reducing to volume, for difference reduce be reduced to time needed for minimal volume from current volume, volume increase time institute's energy maximum volume being increased to y%, be increased to time needed for max volume for difference increase from current volume.Pc_eq(I wherein) and android_eq(J) arrange, represent the difference according to PC platform and Android platform, adjustment balanced device, thus adjustment or filter basic, normal, high audio frequency.This tables of data can continue to add row, and deviser according to concrete game demand, can carry out interpolation row, thus realize its general behavior.
Shown in Fig. 4 is audio tables of data graph of a relation according to the embodiment of the present invention, represents the relation of single audio and audio group, wherein, the index of tables of data that what name list was shown is, what path column represented is the audio path defined in Fmod; When bottom group is used for audio broadcasting, the volume of which group needs adjustment; What flow process 1,2 represented is parameter in partial event, and Fmod, according to the parameter in audio amendment event, presents different effects to control audio, such as, after the lasting raising of volume of engine, its audio effect is revised, such handover event is more rapid, even can seamless switching.According to the needs of game, more logic can be added to audio behavior, some parameters of audio can be modified below, then in table, increase corresponding row, fill in corresponding parameter value.
Shown in Fig. 5 is the process flow diagram of bomb blast audio effect processing according to a third embodiment of the present invention, the volume related to, audio are divided into groups, then usage data table stores, and next derives audio group configuration info_sound_ground.lua and audio event table info_sound_event.lua.Then call volume manager (SoundMgr), use initialization function (Init) to carry out initialization to the environmental volume of each group and audio volume, confirm that final volume is the audio volume that initial default environmental volume * plays.Then volume Control Component is used, record starts audio volume, target volume, transit time, duration, then namely explode audio and other audios of special sound effect is processed, reduction process is carried out to the audio volume except blast audio and environmental volume, explosive sound is clearly heard, player can well experience the impact from bomb blast, thus promotes the sensation of the sense of hearing.
Shown in Fig. 6 is car engine audio change process process flow diagram according to a fourth embodiment of the present invention, first at the audio in Fmod editing machine good game car each stage: when automobile stops, slowly driving low state, automobile drive at moderate speed the sound of 4 states such as mid state, galloping high state for idle state, automobile.Then at allocation list, row are added: string, step, event.Parameter is that step=4,0.04. are meant to: control the parameter of event and be called step, always have 4 sections, is often intersegmentally divided into 0.04.Then call volume Control Component StepSoundControl, when car engine often enters the next stage, by step value interpolation 0.04, noting here can lf be to next stage according to demand, or jumping characteristic transition enters the next stage.As: be gradually transitioned into low state from idle state, or directly cut into.The audio change of such car engine can realize smooth change, adds the game experiencing of player.
The above, just preferred embodiment of the present invention, the present invention is not limited to above-mentioned embodiment, as long as it reaches technique effect of the present invention with identical means, all should belong to protection scope of the present invention.In protection scope of the present invention, its technical scheme and/or embodiment can have various different modifications and variations.

Claims (10)

1. control a system for game volume, audio based on Fmod, it is characterized in that, this system comprises:
Volume, audio class manager, classify for the volume to game, audio, sets up corresponding volume in Fmod
Group, audio group, create grouped data table to store volume group, audio group, can edit simultaneously to grouped data table;
File configuration device, for deriving volume group and audio group tables of data and be encapsulated as lua configuration file;
Volume manager, when games run, for resolving and loading the volume group part of lua configuration file, call the environmental volume of acquiescence when volume Control Component starts according to lua configuration file initialization games, the audio volume of process special sound effect, determines the total volume of games;
Audio manager, when games run, for resolving and loading the audio group part of lua configuration file, obtain the acquiescence audio volume in lua configuration file, record acquiescence audio simultaneously, call corresponding assembly according to audio Behavioral change to process, wherein audio comprises audio behavior and audio volume.
2. control the system of game volume, audio according to claim 1 based on Fmod, it is characterized in that, described volume, audio sorter comprise:
Sort module, for classifying to volume, audio according to volumes different in games, audio type and audio Behavioral change, audio volume change, and sets up corresponding volume group and audio group in Fmod;
Memory module, uses grouped data table to set up, store and edit for audio group, the volume group set up Fmod, can dock to receive edit requests and carry out correspondence editor to grouped data table simultaneously.
3. control the system of game volume, audio according to claim 1 based on Fmod, it is characterized in that, described file configuration device comprises:
Package module, is packaged into volume group, audio group profile for being imported in lua editing machine by grouped data table.
4. control the system of game volume, audio according to claim 1 based on Fmod, it is characterized in that, described volume manager comprises:
Volume parsing module, resolves lua volume group profile for the lua document parser calling games, and loads the volume group profile after resolving;
Volume initialization module, calls initialization function according to configuration file initialization default contexts volume during for starting games;
Volume control module, for when games run, the delta data of record audio, volume, meanwhile, also for the treatment of ad hoc audio volume, when there is ad hoc audio, this assembly carries out compression process to no special audio volume and environmental volume, and special sound effect volume can be displayed;
Total volume administration module, determines that total volume of games is that games initial default environmental volume is multiplied by current audio volume.
5. control the system of game volume, audio according to claim 1 based on Fmod, it is characterized in that, described audio manager comprises:
Audio parsing module, resolves audio group profile for the lua document parser calling games, loads the audio group profile after resolving;
Volume linear difference assembly, in games operational process, the change of audio behavioral phase causes linearly calculating current audio volume during audio volume phasic Chang;
Sound effect parameters editing component, during for needing increase games or revise the logic of new audio behavior, carries out editing to produce new audio accordingly to the audio behavioral parameters in audio group;
Dynamic equalizer Management Unit, for when games run, adjusts frequency dynamically, strengthens audio effect;
Stage sound effect control assembly, for audio behavior, the audio volume in each stage at Fmod editing machine establishing stage audio, when audio behavior changes, according to audio change interim in corresponding Fmod, linear or jump transition processing are carried out to audio behavior, audio volume;
Described stage sound effect control assembly also comprises audio volume, the self-defined editor of audio behavior, when needing to edit audio volume, audio behavior for assembly, interface function is used to send edit requests to corresponding grouped data table memory module, after having asked, correspondence editor is carried out to audio volume, audio behavior.
6., based on the control game volume of Fmod, a method for audio, it is characterized in that, the method comprises:
The volume of playing, audio are classified, in Fmod, sets up corresponding volume group, audio group, create grouped data table to store volume group, audio group, can edit grouped data table simultaneously;
Volume group and audio group tables of data are derived and be encapsulated as lua configuration file;
When games run, resolve and load the volume group part of lua configuration file, call the environmental volume of acquiescence when volume Control Component starts according to lua configuration file initialization games, the audio volume of process special sound effect, determines the total volume of games;
When games run, resolve and load the audio group part of lua configuration file, obtaining the acquiescence audio volume in lua configuration file, simultaneously record acquiescence audio, call corresponding assembly according to audio Behavioral change to process, wherein audio comprises audio behavior and audio volume.
7. the method controlling game volume, audio based on Fmod according to claim 6, it is characterized in that, the method comprises:
According to volumes different in games, audio type and audio Behavioral change, audio volume change, volume, audio are classified, and in Fmod, set up corresponding volume group and audio group; The audio group set up Fmod, volume group use grouped data table to set up, store and edit, and can dock to receive edit requests and carry out correspondence editor to grouped data table simultaneously.
8. the method controlling game volume, audio based on Fmod according to claim 7, it is characterized in that, the method also comprises:
Receive edit requests to carry out increasing newly or revising to grouped data table;
Classification process performed successively to the request that is newly-increased, amendment received, uses lua editing machine to be encapsulated as configuration file, configuration file sent to corresponding resolver, the configuration file of parsing sends to volume manager or audio manager.
9. the method controlling game volume, audio based on Fmod according to claim 6, it is characterized in that, the method also comprises:
The lua document parser calling games is resolved lua volume group profile, and loads the volume group profile after resolving; Initialization function is called according to configuration file initialization default contexts volume when games are started; When games run, the delta data of record audio, volume, meanwhile, also for the treatment of special sound effect volume, when occurring ad hoc audio, carrying out compression process to no special audio volume and environmental volume, special sound effect volume can be displayed; Determine that total volume of games is that games initial default environmental volume is multiplied by current audio volume.
10. the method controlling game volume, audio based on Fmod according to claim 6, it is characterized in that, the method also comprises:
The lua document parser calling games is resolved audio group profile, loads the audio group profile after resolving; In games operational process, the change of audio behavioral phase causes linearly calculating current audio volume during audio volume phasic Chang; When increasing games or revise the logic of new audio behavior, carry out editing to produce new audio accordingly to the audio behavioral parameters in audio group; For when games run, adjust frequency dynamically, strengthen audio effect; In audio behavior, the audio volume in each stage of Fmod editing machine establishing stage audio, when audio behavior changes, according to audio change interim in corresponding Fmod, linear or jump transition processing are carried out to audio behavior, audio volume; When also needing to edit audio volume, audio behavior for assembly, use interface function to send edit requests to corresponding grouped data table memory module, after having asked, correspondence editor is carried out to audio volume, audio behavior.
CN201510448992.9A 2015-07-28 2015-07-28 System and method for controlling volume and sound effect of game on the basis of Fmod Pending CN105068798A (en)

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CN107233734B (en) * 2017-06-07 2020-08-11 珠海金山网络游戏科技有限公司 Method and device for controlling game application and other application sound playing
CN107233734A (en) * 2017-06-07 2017-10-10 珠海金山网络游戏科技有限公司 A kind of method and apparatus for controlling game application to be played with other application sound
CN108320729A (en) * 2018-01-29 2018-07-24 珠海金山网络游戏科技有限公司 A kind of method and apparatus of efficient debugging game music audio
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CN113767434B (en) * 2019-04-30 2023-12-08 索尼互动娱乐股份有限公司 Tagging video by correlating visual features with sound tags
CN111870957A (en) * 2020-08-06 2020-11-03 腾讯科技(深圳)有限公司 Sound effect determination method, device and equipment and computer readable storage medium

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