CN107277636B - Interaction method, user side, anchor side and system in live broadcast process - Google Patents

Interaction method, user side, anchor side and system in live broadcast process Download PDF

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Publication number
CN107277636B
CN107277636B CN201710452473.9A CN201710452473A CN107277636B CN 107277636 B CN107277636 B CN 107277636B CN 201710452473 A CN201710452473 A CN 201710452473A CN 107277636 B CN107277636 B CN 107277636B
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game
rhythm
interactive
interaction
live broadcast
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CN107277636A (en
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曾衍
郭小宝
陈洋溢
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Guangzhou Cubesili Information Technology Co Ltd
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Guangzhou Huaduo Network Technology Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/60Network streaming of media packets
    • H04L65/61Network streaming of media packets for supporting one-way streaming services, e.g. Internet radio
    • H04L65/611Network streaming of media packets for supporting one-way streaming services, e.g. Internet radio for multicast or broadcast
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • H04N21/4312Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations
    • H04N21/4314Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations for fitting data in a restricted space on the screen, e.g. EPG data in a rectangular grid
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • General Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention discloses an interaction method, a user side, an anchor side and a system in a live broadcast process, which solve the technical problems of low interactivity between the anchor and a user and low user experience caused by the fact that at present, due to the fact that many anchor channels are available in a live broadcast platform and the content is rich, the retention time of the user on the live broadcast platform is not fixed, and the use frequency of the user in a live broadcast room is not high. The interaction method in the live broadcast process comprises the following steps: after game music played in an interactive game in a live broadcast process is identified, carrying out interactive rhythm calculation on the game music in real time, adjusting a corresponding game interactive mode in real time according to the calculated interactive rhythm, and displaying the game interactive mode in a game area in a live broadcast interface; and counting the interactive operation result of the interactive game corresponding to the game interactive mode in the game area in real time, and displaying the corresponding interactive effect in real time according to the counted interactive operation result.

Description

Interaction method, user side, anchor side and system in live broadcast process
Technical Field
The invention relates to the technical field of internet, in particular to an interaction method, a user side, an anchor side and a system in a live broadcast process.
Background
The network interactive live broadcast mainly comprises a live broadcast user side, a live broadcast webpage side and a management background. A plurality of users use the network activity scenes such as online entertainment, live game, online seminar, marketing meeting and the like, and interactivity is the key point of network interactive live broadcast attention. The network interactive live broadcast is characterized in that aiming at users with live broadcast requirements, a multifunctional network live broadcast platform integrating audio, video, desktop sharing, document sharing and interaction links is constructed on the network by utilizing the Internet (or a private network) and an advanced multimedia communication technology, and the users can directly perform comprehensive communication and interaction of voice, video and data on line.
At present, a video area is displayed on a live broadcast platform, which is usually a live broadcast room interface, so that interaction between an anchor and a user is realized, however, due to the fact that the number of anchor channels in the live broadcast platform is large and the content is rich, the retention time of the user on the live broadcast platform is not fixed, the use frequency of the user in the live broadcast room is not high, and the technical problems that the interactivity of the anchor and the user is low and the user experience is low are caused.
Therefore, how to increase the interactivity between the anchor in the live broadcast room and the user, and the user experience become technical problems that those skilled in the art need to solve at present.
Disclosure of Invention
The interaction method, the user side, the anchor side and the system in the live broadcasting process solve the technical problems that at present, due to the fact that many anchor channels exist in a live broadcasting platform and the content is rich, the retention time of a user on the live broadcasting platform is not fixed, the use frequency of the user in a live broadcasting room is not high, interaction between the anchor and the user is low, and user experience is low.
The interaction method in the live broadcast process provided by the embodiment of the invention comprises the following steps:
when game music played in an interactive game in a live broadcast process is identified, carrying out interactive rhythm calculation on the game music in real time, adjusting a corresponding game interactive mode in real time according to the calculated interactive rhythm, and displaying the game interactive mode in a game area in a live broadcast interface;
and carrying out real-time statistics on the interactive operation result of the interactive game corresponding to the game interactive mode in the game area, and carrying out real-time display on the corresponding interactive effect according to the statistical interactive operation result.
Preferably, the real-time interactive rhythm calculation of the game music, the real-time adjustment of the corresponding game interactive mode according to the calculated interactive rhythm, and the display in the game area in the live interface specifically include:
identifying the rhythm of game music in real time through an audio identification technology, and randomly matching the rhythm identified in real time with a preset rhythm library in the game area to obtain a rhythm type;
and dynamically displaying a rhythm interaction identifier corresponding to the first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type.
Preferably, the real-time interactive rhythm calculation of the game music, the real-time adjustment of the corresponding game interactive mode according to the calculated interactive rhythm, and the display in the game area in the live interface specifically include:
identifying the rhythm of game music in real time through an audio identification technology, and dynamically displaying a rhythm interaction identifier corresponding to a second rhythm interaction rate in the game area according to the second rhythm interaction rate calculated according to the rhythm BPM of the real-time identified rhythm and a preset rule in the game area;
and the preset rule is that even-number times of the rhythm BPM are multiplied to reach a preset BPM interval value.
Preferably, after identifying game music played in an interactive game in a live broadcast process, the method performs interactive rhythm calculation on the game music in real time, adjusts a corresponding game interactive mode in real time according to the calculated interactive rhythm, and further includes, before displaying a game area in a live broadcast interface:
receiving an interactive game invitation initiated by a main broadcast in a live broadcast process, or initiating the interactive game invitation to the main broadcast in the live broadcast process;
and pulling up the game area in an original live playing interface in a dynamic loading mode according to the interactive game invitation so that the live playing area and the game area are displayed simultaneously.
Preferably, the real-time statistics of the interactive operation result of the interactive game performed in the game area corresponding to the game interactive mode, and the real-time display of the corresponding interactive effect according to the statistical interactive operation result specifically include:
and counting the interactive data of the interactive operation of the interactive game in the game area in real time according to a preset scoring rule, and displaying the corresponding special effect in the game area according to the corresponding interactive data.
Preferably, the real-time statistics of the interactive operation result of the interactive game performed in the game area corresponding to the game interactive mode further includes, after the real-time display of the corresponding interactive effect according to the statistical interactive operation result:
after the interactive game is completed, the game scores corresponding to the interactive operation of the interactive game are uploaded to a server to carry out statistics on the total game scores of the users playing in the live broadcast room, so that when the total game scores reach preset total special effect scores, the main broadcast end of the live broadcast room and the game area of the user end of the users playing display corresponding total special effects.
Preferably, the real-time statistics of the interactive operation result of the interactive game performed in the game area corresponding to the game interactive mode further includes, after the real-time display of the corresponding interactive effect according to the statistical interactive operation result:
and after the interactive game is completed, uploading the interactive data corresponding to the interactive operation of the interactive game to a server to perform summary statistics of game scores, interactive results of the interactive data and game score ranks of all the clients completing the interactive game.
Preferably, after the interactive game is completed, uploading the interactive data corresponding to the interactive operation of the interactive game to a server to perform summary statistics of the game scores, the interactive results of the interactive data, and the game score ranks of all the clients that have completed the interactive game further includes:
and synthesizing the summary statistical result returned by the server, the currently displayed live broadcast area and the two-dimensional code corresponding to the live broadcast address into a picture, so that the picture is locally stored or shared through a network.
The interaction method in the live broadcast process provided by the embodiment of the invention comprises the following steps:
after entering an interactive game, playing game music controlled by a main player in a live broadcast site or playing the main player through game music selected locally or preset in a server through a live broadcast room, and simultaneously displaying a live broadcast area and a game area, so that a user side can identify the game music in real time, perform interactive rhythm calculation on the game music in real time, and adjust a corresponding game interactive mode in real time according to the calculated interactive rhythm;
and after the interactive game is finished, when the total score of the game reaches a preset full-field special effect score, displaying a corresponding full-field special effect instruction in the game area, and displaying a corresponding full-field special effect.
Preferably, the real-time interactive rhythm calculation of the game music, and the real-time adjustment of the corresponding game interactive mode according to the calculated interactive rhythm specifically includes:
the method comprises the steps of identifying the rhythm of game music in real time through an audio identification technology, randomly matching the rhythm identified in real time with a preset rhythm library in a game area to obtain a rhythm type, and dynamically displaying a rhythm interaction identifier corresponding to a first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type.
Preferably, the real-time interactive rhythm calculation of the game music, and the real-time adjustment of the corresponding game interactive mode according to the calculated interactive rhythm specifically includes:
identifying the rhythm of game music in real time through an audio identification technology, and dynamically displaying a rhythm interaction identifier corresponding to a second rhythm interaction rate in the game area according to the second rhythm interaction rate calculated by a rhythm BPM (beat-to-beat) of the rhythm according to a preset rule in the game area;
and the preset rule is that even-number times of the rhythm BPM are multiplied to reach a preset BPM interval value.
The embodiment of the invention provides a user side, which comprises:
the game interaction computing unit is used for carrying out interaction rhythm computation on game music in real time after identifying the game music played in the interactive game in the live broadcast process, adjusting a corresponding game interaction mode in real time according to the computed interaction rhythm, and displaying the game interaction mode in a game area in a live broadcast interface;
and the game interaction unit is used for counting the interaction operation result of the interaction game corresponding to the game interaction mode in the game area in real time and displaying the corresponding interaction effect in real time according to the counted interaction operation result.
Preferably, the game interaction computing unit specifically includes:
the matching subunit is used for identifying the rhythm of the game music in real time through an audio identification technology after identifying the game music played in the interactive game in the live broadcast process, and randomly matching the rhythm identified in real time with a preset rhythm library in the game area to obtain a rhythm type;
and the rhythm interaction identifier subunit is used for dynamically displaying the rhythm interaction identifier corresponding to the first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type.
Preferably, the game interaction computing unit specifically includes:
the rhythm BPM sub-unit is used for identifying the rhythm of game music in real time through an audio identification technology after identifying the game music played in the interactive game in the live broadcast process, and dynamically displaying a rhythm interaction identifier corresponding to a second rhythm interaction rate in the game area according to the second rhythm interaction rate calculated by the rhythm BPM of the real-time identified rhythm according to a preset rule in the game area;
and the preset rule is that even-number times of the rhythm BPM are multiplied to reach a preset BPM interval value.
Preferably, the user terminal further comprises an interactive display unit, including:
the interactive game invitation subunit is used for receiving the interactive game invitation initiated by the anchor in the live broadcasting process or initiating the interactive game invitation to the anchor in the live broadcasting process;
and the interactive display subunit is used for pulling up the game area in an original live playing interface in a dynamic loading mode according to the interactive game invitation so that the live playing area and the game area are displayed simultaneously.
Preferably, the game interaction unit is specifically configured to count, in real time according to a preset scoring rule, interaction data of an interaction operation of the interactive game performed in the game area, and perform corresponding special effect display in the game area according to the corresponding interaction data.
Preferably, the user terminal further includes:
the first full-field special effect unit is used for uploading game scores corresponding to interactive operation of the interactive game to a server to carry out statistics on total game scores of users playing in the live broadcast room after the interactive game is completed, so that when the total game scores reach preset full-field special effect scores, a main broadcast end of the live broadcast room and the game area of a user end of the users playing display corresponding full-field special effects.
Preferably, the user terminal further includes:
and the data uploading unit is used for uploading the interactive data corresponding to the interactive operation of the interactive game to a server for summarizing and counting the game scores, the interactive results of the interactive data and the game score ranks of all the clients completing the interactive game after the interactive game is completed.
Preferably, the user terminal further includes:
and the result sharing unit is used for synthesizing and processing the summary statistical result returned by the server, the currently displayed live broadcast area and the two-dimensional code corresponding to the live broadcast address into a picture, so that the picture is locally stored or shared through a network.
The anchor terminal provided in the embodiment of the present invention includes:
the game music unit is used for playing game music controlled by a main player in a live broadcast site or the main player through game music selected locally or preset in a server through a live broadcast room after entering an interactive game, and simultaneously displaying a live broadcast area and a game area, so that a user side can identify the game music in real time, perform interactive rhythm calculation on the game music in real time, and adjust a corresponding game interactive mode in real time according to the calculated interactive rhythm;
and the second full-field special effect unit is used for displaying a corresponding full-field special effect instruction in the game area and displaying a corresponding full-field special effect when the total score of the game reaches a preset full-field special effect score after the interactive game is finished.
Preferably, the game music unit specifically includes:
the system comprises a first game subunit, a second game subunit and a third game subunit, wherein the first game subunit is used for playing game music controlled by a main player in a live broadcast site or the main player through a live broadcast room through game music selected locally or preset in a server, and simultaneously displaying a live broadcast area and a game area, so that a user side can identify the rhythm of the game music in real time through an audio identification technology, randomly match the rhythm identified in real time with a preset rhythm library in the game area to obtain a rhythm type, and dynamically display a rhythm interaction identifier corresponding to a first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type;
and/or
The second game subunit is used for playing game music controlled by a main player in a live broadcast site or game music selected by the main player in a local or preset server through a live broadcast room after entering an interactive game, and simultaneously displaying a live broadcast area and a game area, so that a user side can recognize the rhythm of the game music in real time through an audio recognition technology, and dynamically displaying a rhythm interaction identifier corresponding to a second rhythm interaction rate in the game area according to a second rhythm interaction rate calculated by a rhythm BPM (rhythm BPM) according to a preset rule in the game area;
and the preset rule is that even-number-times multiplication is carried out according to the rhythm BPM to reach a preset BPM interval value.
The interactive system in the live broadcasting process provided by the embodiment of the invention comprises:
at least one user terminal according to any one of the above mentioned aspects of the present invention, and a host terminal according to any one of the above mentioned aspects of the present invention;
and the user side and the anchor side establish a communication connection relationship.
Preferably, the interactive system in the live broadcasting process further includes:
and the server establishes a communication connection relation with the user side and the anchor side and is used for counting the game scores uploaded by the user side, the interaction results of the interaction data and the summary of the game score ranks of all the user sides which finish the interaction game after the user side finishes the interaction game.
According to the technical scheme, the embodiment of the invention has the following advantages:
the embodiment of the invention provides an interaction method, a user side, an anchor side and a system in a live broadcasting process, wherein the interaction method in the live broadcasting process comprises the following steps: after game music played in an interactive game in a live broadcast process is identified, carrying out interactive rhythm calculation on the game music in real time, adjusting a corresponding game interactive mode in real time according to the calculated interactive rhythm, and displaying the game interactive mode in a game area in a live broadcast interface; and counting the interactive operation result of the interactive game corresponding to the game interactive mode in the game area in real time, and displaying the corresponding interactive effect in real time according to the counted interactive operation result. In the embodiment, after game music played in an interactive game in a live broadcast process is identified, the interactive rhythm of the game music is calculated in real time, a corresponding game interactive mode is adjusted in real time according to the calculated interactive rhythm, and the game music is displayed in a game area in a live broadcast interface; the interactive operation results of the interactive games corresponding to the game interactive modes in the game area are counted in real time, corresponding interactive effect display is carried out in real time according to the counted interactive operation results, fusion of data of live broadcasting rooms, data of game contents and interactive data of users is realized, the participation of the users in watching the live broadcasting is greatly improved by combining with a game playing method in the live broadcasting process, particularly in the live broadcasting rooms with bright rhythms such as music, dance and DJ, the technical scheme of the music interactive game is provided, more users participate in playing the game and watching the live broadcasting, the retention rate of the users is further improved, the problems that currently, due to the fact that a plurality of main broadcasting channels are arranged in a live broadcasting platform and the content is rich, the retention time of the users on the live broadcasting platform is unfixed, and the use frequency of the users in the live broadcasting rooms is not high, and the interaction between the anchor and the user is low, and the user experience is low.
Further, after the interactive game is completed, the anchor terminal obtains that when the total score of the game reaches the preset full-field special effect score, the corresponding full-field special effect instruction is displayed in the game area, and the corresponding full-field special effect is displayed, so that the interactivity of the anchor is correspondingly improved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without inventive exercise.
Fig. 1 is a schematic flowchart of an embodiment of an interaction method in a live broadcast process according to an embodiment of the present invention;
fig. 2 is a schematic flowchart of an interaction method in a live broadcast process according to another embodiment of the present invention;
fig. 3 is a schematic flowchart of an interaction method in a live broadcast process according to another embodiment of the present invention;
fig. 4 is a schematic flowchart of an embodiment of an interaction method in a live broadcast process according to an embodiment of the present invention;
fig. 5 is a schematic flowchart of another embodiment of an interaction method in a live broadcast process according to an embodiment of the present invention;
fig. 6 is a schematic structural diagram of a user side according to an embodiment of the present invention;
fig. 7 is a schematic structural diagram of a user side according to another embodiment of the present invention;
fig. 8 is a schematic structural diagram of an embodiment of an anchor according to an embodiment of the present invention;
fig. 9 is a schematic structural diagram of an embodiment of an interactive system in a live broadcast process according to an embodiment of the present invention;
fig. 10 to 16 are schematic diagrams illustrating an application of the embodiment of the present invention.
Detailed Description
The interaction method, the user side, the anchor side and the system in the live broadcasting process solve the technical problems that at present, due to the fact that many anchor channels exist in a live broadcasting platform and the content is rich, the retention time of a user on the live broadcasting platform is not fixed, the use frequency of the user in a live broadcasting room is not high, interaction between the anchor and the user is low, and user experience is low.
In order to make the objects, features and advantages of the present invention more obvious and understandable, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention, and it is obvious that the embodiments described below are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
In order to increase the interaction of the live broadcast room, the live broadcast quality is improved, and the retention time and the use frequency of a user in the live broadcast room are improved. In the process of the anchor live broadcast room, for the live broadcast rooms with relatively clear rhythms such as music, dancing, DJ and the like, a rhythmic interactive game playing method is provided through configuration, users are enabled to participate in the game playing method, the live broadcast visual effect is changed, and the anchor broadcast is driven through list, so that the users can participate continuously, share popularization activities and popularization and application.
Referring to fig. 1, an embodiment of an interaction method in a live broadcast process according to the present invention includes:
101. after game music played in an interactive game in a live broadcast process is identified, carrying out interactive rhythm calculation on the game music in real time, adjusting a corresponding game interactive mode in real time according to the calculated interactive rhythm, and displaying the game interactive mode in a game area in a live broadcast interface;
in this embodiment, if a playing method of a game is required to be combined in a live broadcast process, and more users participate in playing the game to watch live broadcast, the retention rate of the users is improved, firstly, after the game music played in the interactive game in the live broadcast process is identified, the interactive rhythm calculation is performed on the game music in real time, the corresponding game interactive mode is adjusted in real time according to the calculated interactive rhythm, and the game area in the live broadcast interface is displayed.
102. Carrying out real-time statistics on interactive operation of the interactive game in the game area, and carrying out corresponding special effect display in real time according to a statistical result;
after game music played in an interactive game in a live broadcast process is identified, calculating the interactive rhythm of the game music in real time, adjusting a corresponding game interactive mode in real time according to the calculated interactive rhythm, displaying the game area in a live broadcast interface, counting the interactive operation result of the interactive game corresponding to the game interactive mode in the game area in real time, and displaying the corresponding interactive effect in real time according to the counted interactive operation result.
It should be noted that the interactive operation of the interactive game may be an operation of a user playing a game in a game area according to a game interaction mode, which will be described in detail in the following embodiments, and will not be described herein again.
In the embodiment, after game music played in an interactive game in a live broadcast process is identified, the interactive rhythm of the game music is calculated in real time, a corresponding game interactive mode is adjusted in real time according to the calculated interactive rhythm, and the game music is displayed in a game area in a live broadcast interface; the interactive operation results of the interactive games corresponding to the game interactive modes in the game area are counted in real time, corresponding interactive effect display is carried out in real time according to the counted interactive operation results, fusion of data of live broadcasting rooms, data of game contents and interactive data of users is realized, the participation of the users in watching the live broadcasting is greatly improved by combining with a game playing method in the live broadcasting process, particularly in the live broadcasting rooms with bright rhythms such as music, dance and DJ, the technical scheme of the music interactive game is provided, more users participate in playing the game and watching the live broadcasting, the retention rate of the users is further improved, the problems that currently, due to the fact that a plurality of main broadcasting channels are arranged in a live broadcasting platform and the content is rich, the retention time of the users on the live broadcasting platform is unfixed, and the use frequency of the users in the live broadcasting rooms is not high, and the interaction between the anchor and the user is low, and the user experience is low.
The above is a description of the process of the interaction method in the live broadcasting process, and the following is a detailed description of the process of calculating the rhythm rate of the game music in real time and adjusting the corresponding game interaction mode in real time according to the calculated rhythm rate.
Firstly, matching rhythm types;
referring to fig. 2, another embodiment of an interaction method in a live broadcast process according to an embodiment of the present invention includes:
201. receiving an interactive game invitation initiated by a main broadcast in a live broadcast process, or initiating the interactive game invitation to the main broadcast in the live broadcast process;
in this embodiment, if it is necessary to combine the playing method of the game in the live broadcast process, and let more users participate in playing the game to watch the live broadcast, so as to improve the retention rate of the users, it is first necessary to accept the interactive game invitation initiated by the anchor in the live broadcast process or initiate the interactive game invitation to the anchor in the live broadcast process, as shown in fig. 11.
It is understood that whether the interactive game invitation initiated by the main broadcast in the live broadcasting process is accepted or initiated to the main broadcast in the live broadcasting process, a plurality of users can participate in the game, and the users in the current live broadcasting room can join in the game before the game music is not stopped.
202. Pulling up a game area in an original live playing interface in a dynamic loading mode according to the interactive game invitation so that the live playing area and the game area are displayed simultaneously;
after receiving an interactive game invitation initiated by a main broadcast in a live broadcast process or initiating the interactive game invitation to the main broadcast in the live broadcast process, a game area needs to be pulled up in an original live broadcast interface in a dynamic loading mode according to the interactive game invitation, so that the live broadcast area and the game area are displayed simultaneously.
It can be understood that the dynamic loading mode may be implemented by acquiring a live broadcast service component template issued by a server according to a service requirement corresponding to a live broadcast service function, and then performing corresponding interface rendering according to the live broadcast service component template and a preset component layout, and the dynamic loading mode is a technology known by those skilled in the art and will not be described herein again.
203. If the instruction that the music played by the anchor is not detected after the preset time is obtained, prompting to automatically finish the game is carried out in the game area;
and pulling up the game area in the original direct playing interface in a dynamic loading mode according to the interactive game invitation so that the direct playing area and the game area are displayed simultaneously, and prompting to automatically finish the game in the game area if the instruction that the music played by the main player is not detected after the preset time is obtained.
Note that, when the instruction that the music played by the main player is not detected for more than the preset time is acquired, the prompt to automatically end the game in the game area may be to perform the prompt to automatically end the game in the game area when the music played by the main player is not detected for more than the preset time after the music played by the main player is played, for example, a word "no music detected for more than 5 seconds" and a word "automatically end the game after 5 seconds" are displayed in the game area, and further, the prompt time to automatically end the game is a dynamic display of a countdown method, and the pulled-up game area is closed when 5 seconds, 4 seconds, and up to 0 second, as shown in fig. 12.
204. Identifying the rhythm of game music in real time through an audio identification technology, and randomly matching the rhythm identified in real time with a preset rhythm library in a game area to obtain a rhythm type;
when the game area is pulled up in the original direct playing interface in a dynamic loading mode according to the interactive game invitation, the rhythm of game music needs to be identified in real time through an audio identification technology after the direct playing area and the game area are displayed simultaneously, and the rhythm identified in real time is randomly matched with a preset rhythm library in the game area to obtain the rhythm type.
It should be noted that the preset rhythm library may be preset locally, or may be preset in the server, and when rhythm matching is required, the server issues the rhythm library locally.
205. Dynamically displaying a rhythm interaction identifier corresponding to the first rhythm interaction rate in a game area according to the first rhythm interaction rate corresponding to the matched rhythm type;
when the rhythm of game music is recognized in real time through an audio recognition technology, after the rhythm recognized in real time is randomly matched with a preset rhythm library in a game area to obtain a rhythm type, a rhythm interaction identifier corresponding to a first rhythm interaction rate needs to be dynamically displayed in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type, for example, a note interaction identifier is dynamically displayed according to a note interaction identifier corresponding to the matched rhythm type, the rhythm interaction identifier can also be an interaction identifier of a dancing machine such as dancing, and the method is not limited specifically here.
It should be noted that the game area is at least 2 tracks arranged in a column structure, a preset specified interaction rhythm click area is arranged on at least 2 tracks, the note interaction identification can be a note ball or a note bar, the rhythm type is used for controlling whether the note ball appears, if the music rhythm changes, the rhythm type is matched again, and then at least 1 note ball randomly appears in the game area each time according to the rhythm type.
206. Judging whether the note interaction identifier is clicked in a preset appointed interaction rhythm clicking area successfully in the game area, if not, executing a step 207, if the note interaction identifier is out of a +/-5% center area of the preset appointed interaction rhythm clicking area and is clicked in the preset appointed interaction rhythm clicking area, executing a step 208, and if the note interaction identifier is in the +/-5% center area of the preset appointed interaction rhythm clicking area, executing a step 209;
after a rhythm interaction identifier corresponding to the first rhythm interaction rate is dynamically displayed in a game area according to the first rhythm interaction rate corresponding to the matched rhythm type, whether a note interaction identifier is clicked in a preset appointed interaction rhythm click area is judged successfully in the game area, if the note interaction identifier is not clicked in the preset appointed interaction rhythm click area, step 207 is executed, if the note interaction identifier is out of a +/-5% central area of the preset appointed interaction rhythm click area and is clicked in the preset appointed interaction rhythm click area, step 208 is executed, and if the note interaction identifier is in the +/-5% central area of the preset appointed interaction rhythm click area, step 209 is executed.
207. Carrying out MISS character display and unscored processing;
and when the user does not click in a preset appointed interaction rhythm click area, displaying the MISS character and performing unscored processing.
208. Displaying GOOD word, and presetting a first score to add and divide;
when the central area of the preset specified interaction rhythm click area is plus or minus 5% of the area, and the central area is in the preset specified interaction rhythm click area, the GOOD typeface is displayed, and the preset first score adding and dividing processing is performed, as shown in FIG. 13.
It should be noted that the preset first score adding process may be a 1-point adding process, and is not limited herein.
209. Performing PERFECT character display, and performing preset second score adding and dividing treatment;
and when the center of the click area of the preset appointed interaction rhythm is within +/-5% of the area, performing PERFECT word sample display, and performing preset second score adding and dividing processing.
It should be noted that the preset second score adding process may be a 3-point adding process, and is not limited herein.
210. Judging whether the note interaction identifier is clicked continuously in the preset specified interaction rhythm clicking area in the game area, if the continuous clicking times are not more than 0 and not more than 10, executing step 211, if the continuous clicking times are not more than 10 and not more than 20, executing step 212, if the continuous clicking times are not more than 20 and not more than 30, executing step 213, and if the continuous clicking times are not more than 30, executing step 214;
when the steps 206 to 210 are performed simultaneously, or before, or after, whether the note interaction identifier is clicked successively in the click area of the preset specified interaction rhythm is determined in the game area, if the number of successive clicks is greater than or equal to 0 and is not greater than 10, step 211 is performed, if the number of successive clicks is greater than or equal to 10 and is not greater than 20, step 212 is performed, if the number of successive clicks is greater than or equal to 20 and is not greater than 30, step 213 is performed, and if the number of successive clicks is greater than 30, step 214 is performed.
It should be noted that, the preset designated interactive rhythm click area may be a game area or a non-game area or a touchable area of the whole mobile terminal, and is not limited herein.
211. Carrying out common click special effect display;
and when whether the note interaction identifier is clicked continuously in the preset interaction rhythm clicking area is judged to be successful in the game area, the continuous clicking times are larger than 0 and not larger than 10, and common clicking special effect display is carried out.
212. Performing first-level special effect display;
and when whether the note interaction identifier is clicked continuously in the preset interaction rhythm clicking area is judged to be successful in the game area, and the continuous clicking times are larger than 10 and not larger than 20, performing primary special effect display.
213. Performing secondary special effect display;
and when whether the note interactive mark is clicked continuously in the preset specified interactive rhythm clicking area is judged to be successful in the game area, and the continuous clicking times are more than 20 and not more than 30, performing secondary special effect display.
214. Carrying out three-level special effect display;
when it is determined in the game area whether the note interaction identifier is clicked successively in the preset specified interaction rhythm click area or not, that the number of successive clicks is greater than 30, three-level special effect display is performed, as shown in fig. 14.
It should be noted that the primary, secondary, and tertiary effects of the foregoing steps 212, 213, and 214 are degrees of dazzling at different levels, such as a flashing animation effect, which needs to be issued by the server, for example, when it is determined that the primary, secondary, or tertiary effect is the primary, secondary, or tertiary effect, the server is notified, and the server issues a corresponding animation effect according to the notification.
The effect of continuous clicking in this embodiment is well known to those skilled in the art, and will not be described in detail herein.
215. After the interactive game is completed, the game scores corresponding to the interactive operation of the interactive game are uploaded to a server to carry out statistics on the total game scores of the users playing in the live broadcast room, so that when the total game scores reach the preset total special effect scores, the corresponding total special effects are displayed at the main broadcast end of the live broadcast room and the game area of the user end of the users playing;
after steps 206 to 214, after the interactive game is completed, the game score corresponding to the interactive operation of the interactive game is uploaded to the server to perform statistics on the total game score of the user playing in the live broadcast room, so that when the total game score reaches the preset total special effect score, the anchor terminal in the live broadcast room and the game area at the user terminal of the user playing display the corresponding total special effect, as shown in fig. 14.
216. After the interactive game is completed, uploading interactive data corresponding to interactive operation of the interactive game to a server for summarizing and counting game scores, interactive results of the interactive data and game score ranks of all user sides completing the interactive game;
after steps 206 to 214 and after the interactive game is completed, the interactive data corresponding to the interactive operation of the interactive game is uploaded to the server for performing summary statistics of the game scores, the interactive results of the interactive data, and the game score ranks of all the clients that have completed the interactive game, as shown in fig. 15.
217. And synthesizing the summary statistical result returned by the server, the currently displayed live broadcast area and the two-dimensional code corresponding to the live broadcast address into a picture, so that the picture is locally stored or shared through a network.
After the interactive data corresponding to the interactive operation of the interactive game is uploaded to the server to perform summary statistics on the game scores, the interactive results of the interactive data, and the game score ranks of all the clients that have completed the interactive game, the summary statistical results returned by the server, the currently displayed live broadcast area, and the two-dimensional code corresponding to the live broadcast address need to be synthesized into a picture, so that the picture is locally stored or shared through a network, as shown in fig. 16.
Secondly, calculating the rhythm BPM;
referring to fig. 3, another embodiment of an interaction method in a live broadcast process according to an embodiment of the present invention includes:
301. receiving an interactive game invitation initiated by a main broadcast in a live broadcast process, or initiating the interactive game invitation to the main broadcast in the live broadcast process;
in this embodiment, if it is necessary to combine the playing method of the game in the live broadcast process, and let more users participate in playing the game to watch the live broadcast, so as to improve the retention rate of the users, it is first necessary to accept the interactive game invitation initiated by the anchor in the live broadcast process or initiate the interactive game invitation to the anchor in the live broadcast process, as shown in fig. 11.
It is understood that whether the interactive game invitation initiated by the main broadcast in the live broadcasting process is accepted or initiated to the main broadcast in the live broadcasting process, a plurality of users can participate in the game, and the users in the current live broadcasting room can join in the game before the game music is not stopped.
302. Pulling up a game area in an original live playing interface in a dynamic loading mode according to the interactive game invitation so that the live playing area and the game area are displayed simultaneously;
after receiving an interactive game invitation initiated by a main broadcast in a live broadcast process or initiating the interactive game invitation to the main broadcast in the live broadcast process, a game area needs to be pulled up in an original live broadcast interface in a dynamic loading mode according to the interactive game invitation, so that the live broadcast area and the game area are displayed simultaneously.
It can be understood that the dynamic loading mode may be implemented by acquiring a live broadcast service component template issued by a server according to a service requirement corresponding to a live broadcast service function, and then performing corresponding interface rendering according to the live broadcast service component template and a preset component layout, and the dynamic loading mode is a technology known by those skilled in the art and will not be described herein again.
303. If the instruction that the music played by the anchor is not detected after the preset time is obtained, prompting to automatically finish the game is carried out in the game area;
and pulling up the game area in the original direct playing interface in a dynamic loading mode according to the interactive game invitation so that the direct playing area and the game area are displayed simultaneously, and prompting to automatically finish the game in the game area if the instruction that the music played by the main player is not detected after the preset time is obtained.
Note that, when the instruction that the music played by the main player is not detected for more than the preset time is acquired, the prompt to automatically end the game in the game area may be to perform the prompt to automatically end the game in the game area when the music played by the main player is not detected for more than the preset time after the music played by the main player is played, for example, a word "no music detected for more than 5 seconds" and a word "automatically end the game after 5 seconds" are displayed in the game area, and further, the prompt time to automatically end the game is a dynamic display of a countdown method, and the pulled-up game area is closed when 5 seconds, 4 seconds, and up to 0 second, as shown in fig. 12. .
304. Identifying the rhythm of game music in real time through an audio identification technology, and dynamically displaying a rhythm interaction identifier corresponding to a second rhythm interaction rate in a game area according to the second rhythm interaction rate calculated according to the rhythm BPM of the real-time identified rhythm and a preset rule in the game area;
when the game area is pulled up in the original direct playing interface through a dynamic loading mode according to the interactive game invitation, so that the live playing area and the game area are displayed simultaneously, the rhythm of the game music needs to be recognized in real time through an audio recognition technology, a second rhythm interaction rate calculated according to the rhythm BPM of the real-time recognized rhythm in the game area and a preset rule is used for dynamically displaying a rhythm interaction identifier corresponding to the second rhythm interaction rate in the game area, for example, the second rhythm interaction rate calculated according to the rhythm BPM of the real-time recognized rhythm and the preset rule is used for dynamically displaying the rhythm interaction identifier corresponding to the second rhythm interaction rate in the game area, and the rhythm interaction identifier can also be an interaction identifier of a dancing machine, and the specific limitation is not made here.
It should be noted that, the calculation of the rhythm BPM according to the preset rule may be that the preset rule is that even-numbered times are multiplied according to the rhythm BPM to reach a preset BPM interval value, for example, the audio identifies the current rhythm BPM, and in order to ensure that the rhythm is not too fast or too slow, 2, 4, or 6 is multiplied according to the rule to make the rhythm approach to an interval of 200-300.
It should be noted that the game area is at least 2 tracks arranged in a column structure, a preset specified interaction rhythm click area is arranged on at least 2 tracks, the note interaction identification can be a note ball or a note bar, the rhythm type is used for controlling whether the note ball appears, if the music rhythm changes, the rhythm type is matched again, and then at least 1 note ball randomly appears in the game area each time according to the rhythm type.
305. Judging whether the note interaction identifier is clicked in a preset appointed interaction rhythm clicking area successfully in the game area, if not, executing step 306, if the note interaction identifier is not clicked in the preset appointed interaction rhythm clicking area, and if the note interaction identifier is out of a +/-5% area of the center of the preset appointed interaction rhythm clicking area and is clicked in the preset appointed interaction rhythm clicking area, executing step 307, and if the note interaction identifier is within a +/-5% area of the center of the preset appointed interaction rhythm clicking area, executing step 308;
when the rhythm of game music is identified in real time through an audio identification technology, after a rhythm interaction identifier corresponding to a second rhythm interaction rate is dynamically displayed in a game area according to a second rhythm interaction rate calculated by a rhythm BPM of the real-time identified rhythm according to a preset rule, whether the note interaction identifier is clicked in a preset appointed interaction rhythm clicking area is successfully judged in the game area, if the note interaction identifier is not clicked in the preset appointed interaction rhythm clicking area, step 306 is executed, if the note interaction identifier is not clicked in the preset appointed interaction rhythm clicking area, step 307 is executed, and if the note interaction identifier is clicked in the preset appointed interaction rhythm clicking area within +/-5% of the center of the preset appointed interaction rhythm clicking area, step 308 is executed.
306. Carrying out MISS character display and unscored processing;
and when the user does not click in a preset appointed interaction rhythm click area, displaying the MISS character and performing unscored processing.
307. Displaying GOOD word, and presetting a first score to add and divide;
when the central area of the preset specified interaction rhythm click area is plus or minus 5% of the area, and the central area is in the preset specified interaction rhythm click area, the GOOD typeface is displayed, and the preset first score adding and dividing processing is performed, as shown in FIG. 13.
It should be noted that the preset first score adding process may be a 1-point adding process, and is not limited herein.
308. Performing PERFECT character display, and performing preset second score adding and dividing treatment;
and when the center of the click area of the preset appointed interaction rhythm is within +/-5% of the area, performing PERFECT word sample display, and performing preset second score adding and dividing processing.
It should be noted that the preset second score adding process may be a 3-point adding process, and is not limited herein.
309. Judging whether the note interaction identifier is clicked continuously in a click area of a preset specified interaction rhythm in the game area, if the number of continuous clicks is greater than or equal to 0 and is not greater than 10, executing step 310, if the number of continuous clicks is greater than or equal to 10 and is not greater than 20, executing step 311, if the number of continuous clicks is greater than 20 and is not greater than 30, executing step 312, and if the number of continuous clicks is greater than 30, executing step 313;
when the steps 305 to 308 are performed simultaneously, or before, or after, whether the note interaction identifier is clicked successively in the click area of the preset specified interaction rhythm is determined in the game area, if the number of successive clicks is greater than or equal to 0 and is not greater than 10, step 310 is performed, if the number of successive clicks is greater than or equal to 10 and is not greater than 20, step 311 is performed, if the number of successive clicks is greater than or equal to 20 and is not greater than 30, step 312 is performed, and if the number of successive clicks is greater than 30, step 313 is performed.
It should be noted that, the preset designated interactive rhythm click area may be a game area or a non-game area or a touchable area of the whole mobile terminal, and is not limited herein.
310. Carrying out common click special effect display;
and when whether the note interaction identifier is clicked continuously in the preset interaction rhythm clicking area is judged to be successful in the game area, the continuous clicking times are larger than 0 and not larger than 10, and common clicking special effect display is carried out.
311. Performing first-level special effect display;
and when whether the note interaction identifier is clicked continuously in the preset interaction rhythm clicking area is judged to be successful in the game area, and the continuous clicking times are larger than 10 and not larger than 20, performing primary special effect display.
312. Performing secondary special effect display;
and when whether the note interactive mark is clicked continuously in the preset specified interactive rhythm clicking area is judged to be successful in the game area, and the continuous clicking times are more than 20 and not more than 30, performing secondary special effect display.
313. Carrying out three-level special effect display;
when it is determined in the game area whether the note interaction identifier is clicked successively in the preset specified interaction rhythm click area or not, that the number of successive clicks is greater than 30, three-level special effect display is performed, as shown in fig. 14.
It should be noted that the primary special effect, the secondary special effect, and the tertiary special effect in the foregoing steps 311, 312, and 313 are degrees of dazzling at different levels, for example, a flashing animation effect, and the animation effect is implemented by being issued by the server, for example, when it is determined that the primary special effect, the secondary special effect, or the tertiary special effect is issued, the server is notified, and the server issues a corresponding animation effect according to the notification.
The effect of continuous clicking in this embodiment is well known to those skilled in the art, and will not be described in detail herein.
314. After the interactive game is completed, the game scores corresponding to the interactive operation of the interactive game are uploaded to a server to carry out statistics on the total game scores of the users playing in the live broadcast room, so that when the total game scores reach the preset total special effect scores, the corresponding total special effects are displayed at the main broadcast end of the live broadcast room and the game area of the user end of the users playing;
after steps 305 to 313, after the interactive game is completed, the game score corresponding to the interactive operation of the interactive game is uploaded to the server to perform statistics on the total game score of the user in the live broadcast room, so that when the total game score reaches the preset total game score, the main broadcast end of the live broadcast room and the game area at the user end of the user display the corresponding total game effect, as shown in fig. 14.
315. After the interactive game is completed, uploading interactive data corresponding to interactive operation of the interactive game to a server for summarizing and counting game scores, interactive results of the interactive data and game score ranks of all user sides completing the interactive game;
after steps 305 to 313 and after the interactive game is completed, the interactive data corresponding to the interactive operation of the interactive game is uploaded to the server for statistics of the game scores, the interactive results of the interactive data, and the ranking of the game scores of all the clients who have completed the interactive game.
316. And synthesizing the summary statistical result returned by the server, the currently displayed live broadcast area and the two-dimensional code corresponding to the live broadcast address into a picture, so that the picture is locally stored or shared through a network.
After the interactive data corresponding to the interactive operation of the interactive game is uploaded to the server to perform summary statistics on the game scores, the interactive results of the interactive data, and the game score ranks of all the clients that have completed the interactive game, the summary statistical results returned by the server, the currently displayed live broadcast area, and the two-dimensional code corresponding to the live broadcast address need to be synthesized into a picture, so that the picture is locally stored or shared through a network, as shown in fig. 16.
In the embodiment, after game music played in an interactive game in a live broadcast process is identified, the interactive rhythm of the game music is calculated in real time, a corresponding game interactive mode is adjusted in real time according to the calculated interactive rhythm, and the game music is displayed in a game area in a live broadcast interface; the interactive operation results of the interactive games corresponding to the game interactive modes in the game area are counted in real time, corresponding interactive effect display is carried out in real time according to the counted interactive operation results, fusion of data of live broadcasting rooms, data of game contents and interactive data of users is realized, the participation of the users in watching the live broadcasting is greatly improved by combining with a game playing method in the live broadcasting process, particularly in the live broadcasting rooms with bright rhythms such as music, dance and DJ, the technical scheme of the music interactive game is provided, more users participate in playing the game and watching the live broadcasting, the retention rate of the users is further improved, the problems that currently, due to the fact that a plurality of main broadcasting channels are arranged in a live broadcasting platform and the content is rich, the retention time of the users on the live broadcasting platform is unfixed, and the use frequency of the users in the live broadcasting rooms is not high, and the interaction between the anchor and the user is low, and the user experience is low.
Further, after the interactive game is completed, the anchor terminal obtains that when the total score of the game reaches the preset full-field special effect score, the corresponding full-field special effect instruction is displayed in the game area, and the corresponding full-field special effect is displayed, so that the interactivity of the anchor is correspondingly improved.
As shown in fig. 10 to 16, the following description will be made with a specific application example:
1. and initiating a game in the live broadcasting process through the anchor, and pushing the game to a specific user to initiate an interactive game invitation.
2. After receiving the invitation, the user pulls up the game panel, the user side detects a corresponding audio rhythm point through an audio detection technology, and renders a corresponding ball on the game panel of the mobile phone live broadcast room page according to a certain rule.
3. The user can score according to the hit degree of the ball clicked by the user, the specific score is uploaded to the server, the server finally calculates the ranking of the user and returns, and the user can share the game result.
The method comprises the following specific steps:
1. the anchor with specific authority can initiate the invitation of game playing in the live broadcasting process in the channel, and the user opens the game music in the game opening process.
2. After receiving the invitation, the audience in the channel pulls up the game plug-in (hand Y android downloads the game plug-in through a dynamic loading technology and starts the game plug-in), after the game plug-in is pulled up, the music rhythm played by the main player is detected through an audio detection technology, and the plug-in loading process mainly undergoes the processes of downloading, authentication, dynamic loading and plug-in operation pulling.
3. And after the audio rhythm is detected, rendering the ball according to a certain rule. (a, audio frequency identification current rhythm BPM, in order to ensure the rhythm not too fast or too slow, according to the rule multiply 2 or 4 or 6 make it close to 200 ~ 300 interval; b, match rhythm type from rhythm library at random, rhythm type is used for controlling whether the note ball appears, if the music rhythm changes, match rhythm type again; c, according to rhythm type appear 1 or 2 note balls at random each time)
When the detected audio tempo is slow, e.g. one tempo per second and the actual BPM is 60, the BPM is adjusted to 240 by calculation (BPM multiplied by 2 equals 120, multiplied by 4 equals 240, 240 being the upper interval), i.e. a tee shot is performed every 250 ms. And when the task is executed, randomly matching rhythm types, wherein the rhythm type library is a series of 0 or 1 sequences, when the rhythm type is 0, no ball appears, and when the rhythm type is 1, 1 or 2 balls are played randomly. Both of the above steps are to maintain the difficulty and increase the randomness.
4. After the game starts, the player will get the score in the click of the designated area, the track is three columns (the ball of the note gradually gets bigger from top to bottom (the ball does not change the size when contacting the designated position), and the ball of the note stays for 50 milliseconds when reaching the center position of the clickable area;
5. the user hitting a note in a designated area will get a score, and the note is not clickable before reaching the designated location.
a) Judging the grade and score according to the positions of the notes and the keys when hitting;
miss: the note leaves the appointed position and displays MISS without scoring;
ii, good: when the note ball reaches the click area and is hit (except the center +/-5%), adding 1 point each time, displaying the good special effect, and displaying a good word pattern in the designated area;
iii, perfect: when the center of the note ball reaches the center of the clicking area and is hit +/-5%, adding 3 points each time, displaying the perfect special effect, and displaying the perfect typeface in the designated area;
b) continuous striking: counting is started after a note is hit once, continuous hit counting is interrupted once miss occurs, counting is carried out again when the next hit occurs, and the special effect of the game panel is displayed according to the continuous hit times of the user;
Figure GDA0002319841690000201
Figure GDA0002319841690000211
the dazzling degrees of special effects of different levels are different, and the special effects are flashing animation effects.
6. And after the user end calculates the score according to the game rule, reporting the score to the server, calculating the game cards in the game process by the server, and issuing the game cards to the user end.
7. The user side splices a game result (ranking and score) panel with a page and a two-dimensional code picture of the current live broadcast room into a picture, and can share WeChat friend circles, WeChat friends, QQ friends and the like and popularize the picture.
Referring to fig. 4, an embodiment of an interaction method in a live broadcast process according to the present invention includes:
401. after the interactive game is entered, playing game music controlled by a main player in a live broadcast site or playing the main player through game music selected locally or preset in a server through a live broadcast room, and simultaneously displaying a live broadcast area and a game area, so that a user side can identify the game music in real time, perform interactive rhythm calculation on the game music in real time, and adjust a corresponding game interactive mode in real time according to the calculated interactive rhythm;
in this embodiment, if the playing method of the game needs to be combined in the live broadcast process to improve the participation of the user in watching the live broadcast and the retention rate of the user, after the interactive game is entered, the game music of the anchor controlled in the live broadcast or the game music of the anchor selected by the server locally or preset in the server is played through the live broadcast room, and the live broadcast area and the game area are displayed simultaneously, so that the user terminal recognizes the game music in real time, performs interactive rhythm calculation on the game music in real time, and adjusts the corresponding game interactive mode in real time according to the calculated interactive rhythm.
402. And after the interactive game is finished, when the total score of the game reaches a preset full-field special effect score, displaying a corresponding full-field special effect instruction in the game area, and displaying a corresponding full-field special effect.
After the interactive game is completed, when the total score of the game reaches a preset total special score, a corresponding total special command is displayed in a game area, and a corresponding total special is displayed, wherein the preset total special score can be a preset value of the total score of users playing the game in a live broadcast.
In the embodiment, after the interactive game is entered, game music controlled by a main player in a live broadcast site or the main player is played through a live broadcast room through the game music selected locally or preset in a server, and a live broadcast area and a game area are simultaneously displayed, so that the user side can identify the game music in real time, perform interactive rhythm calculation on the game music in real time, adjust a corresponding game interactive mode in real time according to the calculated interactive rhythm, and after the interactive game is completed, obtain that when the total score of the game reaches a preset full-field special effect score, a corresponding full-field special effect instruction is displayed in the game area, and display a corresponding full-field special effect, so that the data of the live broadcast room, the data of game contents and the interactive data of a user are fused, for example, the combination of a game playing method in the live broadcast process can greatly improve the participation degree of the user in watching the live broadcast, especially in the live broadcast rooms with more distinct rhythms such as some music classes, dancing classes, DJ classes and the like, the technical scheme of the music interactive game is provided, more users are enabled to participate in playing the game and watching the live broadcast, the retention rate of the users is further improved, and the technical problems that the retention time of the users on the live broadcast platform is not fixed, the use frequency of the users in the live broadcast rooms is not high, the interactivity of the anchor broadcast and the users is low, and the user experience is low are solved.
Further, after the interactive game is completed, the anchor terminal obtains that when the total score of the game reaches the preset full-field special effect score, the corresponding full-field special effect instruction is displayed in the game area, and the corresponding full-field special effect is displayed, so that the interactivity of the anchor is correspondingly improved.
With reference to fig. 5, a detailed description is given below of a specific process in which a user terminal recognizes game music in real time, calculates a rhythm interaction rate of the game music in real time, and adjusts a corresponding game interaction mode in real time according to the calculated rhythm interaction rate, where another embodiment of an interaction method in a live broadcast process according to an embodiment of the present invention includes:
501. after the interactive game is entered, playing game music controlled by a main player in a live broadcast site or playing the main player through game music selected locally or preset in a server through a live broadcast room, simultaneously displaying a live broadcast area and a game area, enabling a user side to recognize the rhythm of the game music in real time through an audio recognition technology, randomly matching the rhythm recognized in real time with a preset rhythm library in the game area to obtain a rhythm type, and dynamically displaying a rhythm interaction identifier corresponding to a first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type;
in this embodiment, if the playing method of the game needs to be combined in the live broadcast process to improve the participation of the user in watching the live broadcast and the retention rate of the user, after the interactive game is entered, the game music of the anchor controlled in the live broadcast site or the game music of the anchor selected by the server locally or preset is played through the live broadcast room, and the live broadcast area and the game area are displayed at the same time, so that the client identifies the rhythm of the game music in real time through an audio identification technology, randomly matches the rhythm identified in real time with the preset rhythm library in the game area to obtain a rhythm type, and dynamically displays the rhythm interaction identifier corresponding to the first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type.
502. After the interactive game is entered, playing game music controlled by a main player in a live broadcast site or game music selected by the main player in a local or preset server through a live broadcast room, and simultaneously displaying a live broadcast area and a game area, so that a user side can identify the rhythm of the game music in real time through an audio identification technology, and dynamically displaying a rhythm interaction identifier corresponding to the rhythm interaction rate in the game area according to a second rhythm interaction rate calculated by a rhythm BPM (rhythm BPM) according to a preset rule in the game area;
in this embodiment, if the playing method of the game needs to be combined in the live broadcast process to improve the participation of the user in watching the live broadcast and the retention rate of the user, after the interactive game is entered, the game music of the anchor controlled in the live broadcast site or the game music of the anchor selected by the server locally or preset in the server is played through the live broadcast room, and the live broadcast area and the game area are displayed at the same time, so that the client identifies the rhythm of the game music in real time through an audio identification technology, and the rhythm interaction identifier corresponding to the rhythm interaction rate is dynamically displayed in the game area according to a second rhythm interaction rate calculated by a rhythm BPM in accordance with a preset rule in the game area.
The preset rule is that even-number times of the rhythm BPM are multiplied to reach a preset BPM interval value.
503. And after the interactive game is finished, when the total score of the game reaches a preset full-field special effect score, displaying a corresponding full-field special effect instruction in the game area, and displaying a corresponding full-field special effect.
After the interactive game is completed, when the total score of the game reaches a preset total special score, a corresponding total special command is displayed in a game area, and a corresponding total special is displayed, wherein the preset total special score can be a preset value of the total score of users playing the game in a live broadcast.
In the embodiment, after the interactive game is entered, game music controlled by a main player in a live broadcast site or the main player is played through a live broadcast room through game music selected locally or preset in a server, and a live broadcast area and a game area are simultaneously displayed, so that the user side can identify the game music in real time, calculate the rhythm interaction rate of the game music in real time, adjust the corresponding game interaction mode in real time according to the calculated rhythm interaction rate, and after the interactive game is completed, obtain that when the total score of the game reaches the preset whole-field special effect score, display the corresponding whole-field special effect instruction in the game area, and display the corresponding whole-field special effect, thereby realizing the fusion of data of the live broadcast room, data of game content and interactive data of a user, for example, the combination with the playing method of the game can be combined in the live broadcast process, greatly improving the participation degree of the user in watching the live broadcast, especially in the live broadcast rooms with more distinct rhythms such as some music classes, dancing classes, DJ classes and the like, the technical scheme of the music interactive game is provided, more users are enabled to participate in playing the game and watching the live broadcast, the retention rate of the users is further improved, and the technical problems that the retention time of the users on the live broadcast platform is not fixed, the use frequency of the users in the live broadcast rooms is not high, the interactivity of the anchor broadcast and the users is low, and the user experience is low are solved.
Further, after the interactive game is completed, the anchor terminal obtains that when the total score of the game reaches the preset full-field special effect score, the corresponding full-field special effect instruction is displayed in the game area, and the corresponding full-field special effect is displayed, so that the interactivity of the anchor is correspondingly improved.
Referring to fig. 6, an embodiment of a user end provided in the embodiment of the present invention includes:
the game interaction calculating unit 601 is used for performing interaction rhythm calculation on game music in real time after identifying the game music played in the interactive game in the live broadcast process, adjusting a corresponding game interaction mode in real time according to the calculated interaction rhythm, and displaying the game interaction mode in a game area in a live broadcast interface;
the game interaction unit 602 is configured to count an interaction operation result of an interaction game performed in the game area in real time, where the interaction operation result corresponds to the game interaction mode, and perform corresponding interaction effect display in real time according to the counted interaction operation result.
In this embodiment, after identifying game music played in an interactive game in a live broadcast process, the game interaction calculation unit 601 performs interaction rhythm calculation on the game music in real time, adjusts a corresponding game interaction mode in real time according to the calculated interaction rhythm, and displays the game interaction mode in a game area in a live broadcast interface; the game interaction unit 602 counts the interaction operations of the interactive game in the game area in real time, and displays corresponding special effects in real time according to the statistical results, so as to realize the fusion of data of a live broadcast room, data of game contents and interaction data of users, for example, the combination of the game playing method in the live broadcast process greatly improves the participation degree of users when watching the live broadcast, and particularly provides a technical scheme of the music interaction game in the live broadcast rooms with clear rhythms such as music, dance and DJ, so that more users participate in playing the game to watch the live broadcast, the retention rate of the users is further improved, and the problems that the existing live broadcast channels in the live broadcast platform are more, the content is rich, the retention time of the users on the live broadcast platform is not fixed, the use frequency of the users in the live broadcast rooms is not high, and the interactivity of the live broadcast and the users is low are solved, The user experience is low.
Further, after the interactive game is completed, the anchor terminal obtains that when the total score of the game reaches the preset full-field special effect score, the corresponding full-field special effect instruction is displayed in the game area, and the corresponding full-field special effect is displayed, so that the interactivity of the anchor is correspondingly improved.
With reference to fig. 7, the following describes the sub-units, modules, and sub-modules in detail, and another embodiment of the ue according to the present invention includes:
the interactive display unit 701 includes:
an interactive game invitation subunit 7011, configured to accept an interactive game invitation initiated by the anchor in a live broadcast process or initiate an interactive game invitation to the anchor in a live broadcast process;
and the interactive display subunit 7012 is configured to pull up the game area in the original live broadcast interface in a dynamic loading manner according to the interactive game invitation, so that the live broadcast area and the game area are displayed simultaneously.
The game interaction calculating unit 702 is configured to perform interaction rhythm calculation on game music in real time after identifying game music played in an interactive game in a live broadcast process, adjust a corresponding game interaction mode in real time according to the calculated interaction rhythm, and display the game interaction mode in a game area in a live broadcast interface;
the game interaction computing unit 702 specifically includes:
the matching subunit 7021 is configured to, after identifying game music played in an interactive game in a live broadcast process, identify, in real time, a rhythm of the game music by using an audio identification technology, and randomly match, in a game area, the rhythm identified in real time with a preset rhythm library to obtain a rhythm type;
and the rhythm interaction identifier sub-unit 7022 is configured to dynamically display, in the game area, a rhythm interaction identifier corresponding to the first rhythm interaction rate according to the first rhythm interaction rate corresponding to the matched rhythm type.
And/or
The rhythm BPM subunit 7023 is configured to, after game music played in an interactive game in a live broadcast process is identified, identify a rhythm of the game music in real time through an audio identification technology, and dynamically display, in a game area, a rhythm interaction identifier corresponding to a second rhythm interaction rate according to a second rhythm interaction rate calculated according to a preset rule by the rhythm BPM of the real-time identified rhythm in the game area;
the preset rule is that even-number times of the rhythm BPM are multiplied to reach a preset BPM interval value.
The game interaction unit 703 is configured to count, in real time, an interaction operation result of an interaction game performed in the game area, where the interaction operation result corresponds to the game interaction mode, and display, in real time, a corresponding interaction effect according to the counted interaction operation result.
The first full-field special effect unit 704 is configured to upload, after the interactive game is completed, game scores corresponding to interactive operations of the interactive game to a server to perform statistics on total game scores of users playing in a live broadcast room, so that when the total game scores reach preset full-field special effect scores, a main broadcast end of the live broadcast room and a game area at a user end of the users playing display corresponding full-field special effects.
The data uploading unit 705 is configured to, after the interactive game is completed, upload the interactive data corresponding to the interactive operation of the interactive game to the server to perform summary statistics on the game scores, the interactive results of the interactive data, and the game score ranks of all the clients that have completed the interactive game.
And the result sharing unit 706 is configured to synthesize the summary statistics result returned by the server, the currently displayed live broadcast area, and the two-dimensional code corresponding to the live broadcast address into a picture, so that the picture is locally stored or shared through a network.
In this embodiment, after identifying game music played in an interactive game in a live broadcast process, the game interaction calculation unit 702 performs interaction rhythm calculation on the game music in real time, adjusts a corresponding game interaction mode in real time according to the calculated interaction rhythm, and displays the game interaction mode in a game area in a live broadcast interface; the game interaction unit 703 counts the interaction operations of the interactive game in the game area in real time, and displays the corresponding special effects in real time according to the statistical results, so as to realize the fusion of the data of the live broadcast room, the data of the game content, and the interaction data of the user, for example, the engagement of the user in watching the live broadcast can be greatly improved by combining the playing method of the game in the live broadcast process, especially in the live broadcast rooms with clear rhythms of music, dancing, DJ and the like, the technical scheme of the music interaction game is provided, so that more users can participate in playing the game to watch the live broadcast, the retention rate of the user is further improved, and the problems of more main broadcast channels in the live broadcast platform, rich contents, unfixed retention time of the user in the live broadcast platform, low use frequency of the user in the live broadcast room, and low interactivity of the main broadcast and the user caused by the fact that the main broadcast channel is too much, the content is rich, The user experience is low.
Further, after the interactive game is completed, the anchor terminal obtains that when the total score of the game reaches the preset full-field special effect score, the corresponding full-field special effect instruction is displayed in the game area, and the corresponding full-field special effect is displayed, so that the interactivity of the anchor is correspondingly improved.
Referring to fig. 8, an embodiment of a host according to the present invention includes:
the game music unit 801 is used for playing game music which is controlled by a main player in a live broadcast site or the main player through game music selected locally or preset in a server through a live broadcast room after entering an interactive game, and simultaneously displaying a live broadcast area and a game area, so that a user side can identify the game music in real time, perform interactive rhythm calculation on the game music in real time, and adjust a corresponding game interactive mode in real time according to the calculated interactive rhythm;
the game music unit 801 specifically includes:
the first game subunit 8011 is configured to, after entering an interactive game, play game music that is controlled by a director at a live broadcast site or the director through a live broadcast room with game music that is selected locally or preset in a server, and simultaneously display a live broadcast area and a game area, so that a user side identifies a rhythm of the game music in real time through an audio identification technology, randomly matches the rhythm that is identified in real time with a preset rhythm library in the game area to obtain a rhythm type, and dynamically displays a rhythm interaction identifier corresponding to a first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type;
the second game subunit 8012 is configured to, after entering the interactive game, play the game music that is controlled by the anchor at a live broadcast site or the game music that is selected by the anchor locally or preset in the server through a live broadcast room, and simultaneously display a live broadcast area and a game area, so that the user side performs real-time recognition on the rhythm of the game music through an audio recognition technology, and dynamically display a rhythm interaction identifier corresponding to a second rhythm interaction rate in the game area according to a second rhythm interaction rate calculated by a rhythm BPM in the game area according to a preset rule;
the preset rule is that even-number times of the rhythm BPM are multiplied to reach a preset BPM interval value.
And a second full-field special effect unit 802, configured to, after the interactive game is completed, obtain that when the total score of the game reaches a preset full-field special effect score, display a corresponding full-field special effect instruction in the game area, and display a corresponding full-field special effect.
In this embodiment, after entering the interactive game, the game music unit 801 plays the game music that is played on the live broadcast site or the game music that is played on the live broadcast site through the live broadcast room through the game music that is selected locally or preset in the server, and displays the live broadcast area and the game area at the same time, so that the user end identifies the game music in real time, performs interactive rhythm calculation on the game music in real time, adjusts the corresponding game interactive mode in real time according to the calculated interactive rhythm, and after the interactive game is completed, realizes the fusion of the data of the live broadcast room, the data of the game content, and the interactive data of the user, for example, the combination of the playing method of the game in the live broadcast process, greatly improves the participation of the user in watching the live broadcast, and particularly provides a technical scheme of the music interactive game in the music class, live broadcast class, DJ class, and other rhythms with clear feelings, let more users participate in playing the recreation and watching the live broadcast, further improve user's retention rate, solved at present because the anchor channel in live broadcast platform is more, and the content is abundant for the user is relatively unset at live broadcast platform's retention time, and the frequency of use of user between the live broadcast is also not high, and the anchor that causes and user's interactivity is low, user experience nature is low technical problem.
Further, after the interactive game is completed, the second full-field special effect unit 802 obtains that when the total score of the game reaches the preset full-field special effect score, a corresponding full-field special effect instruction is displayed in the game area, and a corresponding full-field special effect is displayed, so that the interactivity of the anchor is correspondingly improved.
Referring to fig. 9, an embodiment of an interactive system in a live broadcast process according to the present invention includes:
at least one user terminal 91 as mentioned in the embodiments of fig. 6 and 7, and an anchor terminal 92 as mentioned in the embodiment of fig. 8;
the user terminal 91 and the anchor terminal 92 establish a communication connection relationship.
The server 93 establishes a communication connection relationship with the user terminal 91 and the anchor terminal 92, and is configured to count, after the user terminal 91 completes the interactive game, the game scores uploaded by the user terminal 91, the interactive results of the interactive data, and the summary of the game score ranks of all the user terminals 91 that have completed the interactive game.
It should be noted that the game mentioned in the present invention is an interactive game in a live broadcast process, and may be a rhythm game or an action-type game, for example, a mobile terminal captures a user action through an image capturing unit to perform an interactive game.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other manners. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
The above-mentioned embodiments are only used for illustrating the technical solutions of the present invention, and not for limiting the same; although the present invention has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present invention.

Claims (23)

1. An interaction method in a live broadcast process is characterized by comprising the following steps:
when game music played in an interactive game in a live broadcast process is identified, carrying out interactive rhythm calculation on the game music in real time, adjusting a corresponding game interactive mode in real time according to the calculated interactive rhythm, and displaying a game interactive operation interface in a game area in a live broadcast interface;
and carrying out real-time statistics on the interactive operation result of the interactive game corresponding to the game interactive mode in the game area, and carrying out real-time display on the corresponding interactive effect according to the statistical interactive operation result.
2. The interaction method of claim 1, wherein the step of calculating an interaction rhythm of the game music in real time, the step of adjusting a corresponding game interaction mode in real time according to the calculated interaction rhythm, and the step of displaying the game music in a game area in a live interface specifically comprises the steps of:
identifying the rhythm of game music in real time through an audio identification technology, and randomly matching the rhythm identified in real time with a preset rhythm library in the game area to obtain a rhythm type;
and dynamically displaying a rhythm interaction identifier corresponding to the first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type.
3. The interaction method of claim 1, wherein the step of calculating an interaction rhythm of the game music in real time, the step of adjusting a corresponding game interaction mode in real time according to the calculated interaction rhythm, and the step of displaying the game music in a game area in a live interface specifically comprises the steps of:
identifying the rhythm of game music in real time through an audio identification technology, and dynamically displaying a rhythm interaction identifier corresponding to a second rhythm interaction rate in the game area according to the second rhythm interaction rate calculated according to the rhythm BPM of the real-time identified rhythm and a preset rule in the game area;
and the preset rule is that even-number times of the rhythm BPM are multiplied to reach a preset BPM interval value.
4. The interactive method in the live broadcasting process of claim 1, wherein after identifying the game music played in the interactive game in the live broadcasting process, the method performs interactive rhythm calculation on the game music in real time, adjusts the corresponding game interactive mode in real time according to the calculated interactive rhythm, and further comprises before displaying a game interactive operation interface in a game area in the live broadcasting interface:
receiving an interactive game invitation initiated by a main broadcast in a live broadcast process, or initiating the interactive game invitation to the main broadcast in the live broadcast process;
and pulling up the game area in an original live playing interface in a dynamic loading mode according to the interactive game invitation so that the live playing area and the game area are displayed simultaneously.
5. The interaction method in the live broadcasting process according to claim 1, wherein counting in real time an interaction operation result of the interaction game performed in the game area corresponding to the game interaction mode, and displaying a corresponding interaction effect in real time according to the counted interaction operation result specifically comprises:
and counting the interactive data of the interactive operation of the interactive game in the game area in real time according to a preset scoring rule, and displaying the corresponding special effect in the game area according to the corresponding interactive data.
6. The interaction method in the live broadcasting process according to claim 1 or 5, wherein the step of counting in real time the interaction operation result of the interaction game corresponding to the game interaction mode in the game area and displaying the corresponding interaction effect in real time according to the counted interaction operation result further comprises:
after the interactive game is completed, the game scores corresponding to the interactive operation of the interactive game are uploaded to a server to carry out statistics on the total game scores of users playing in a live broadcast room, so that when the total game scores reach preset total special effect scores, a main broadcast end of the live broadcast room and the game area of a user end of the users playing display corresponding total special effects.
7. The interaction method in the live broadcasting process of claim 1, wherein the step of counting in real time the interaction operation result of the interaction game corresponding to the game interaction mode in the game area and displaying the corresponding interaction effect in real time according to the counted interaction operation result further comprises:
and after the interactive game is completed, uploading the interactive data corresponding to the interactive operation of the interactive game to a server to perform summary statistics of game scores, interactive results of the interactive data and game score ranks of all the clients completing the interactive game.
8. The interaction method in the live broadcasting process of claim 7, wherein after the interactive game is completed, uploading the interaction data corresponding to the interaction operation of the interactive game to a server for performing summary statistics of the game scores, the interaction results of the interaction data, and the game score ranks of all the clients that have completed the interactive game further comprises:
and synthesizing the summary statistical result returned by the server, the currently displayed live broadcast area and the two-dimensional code corresponding to the live broadcast address into a picture, so that the picture is locally stored or shared through a network.
9. An interaction method in a live broadcast process is characterized by comprising the following steps:
after entering an interactive game, playing game music controlled by a main player in a live broadcast site or playing the main player through game music selected locally or preset in a server through a live broadcast room, and simultaneously displaying a live broadcast area and a game area, so that a user side can identify the game music in real time, perform interactive rhythm calculation on the game music in real time, and adjust a corresponding game interactive mode in real time according to the calculated interactive rhythm;
and after the interactive game is finished, when the total score of the game reaches a preset full-field special effect score, displaying a corresponding full-field special effect instruction in the game area, and displaying a corresponding full-field special effect.
10. The interaction method in the live broadcasting process of claim 9, wherein the interactive rhythm calculation is performed on the game music in real time, and the real-time adjustment of the corresponding game interaction mode according to the calculated interactive rhythm specifically comprises:
the method comprises the steps of identifying the rhythm of game music in real time through an audio identification technology, randomly matching the rhythm identified in real time with a preset rhythm library in a game area to obtain a rhythm type, and dynamically displaying a rhythm interaction identifier corresponding to a first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type.
11. The interaction method in the live broadcasting process of claim 9, wherein the interactive rhythm calculation is performed on the game music in real time, and the real-time adjustment of the corresponding game interaction mode according to the calculated interactive rhythm specifically comprises:
identifying the rhythm of game music in real time through an audio identification technology, and dynamically displaying a rhythm interaction identifier corresponding to a second rhythm interaction rate in the game area according to the second rhythm interaction rate calculated by a rhythm BPM (beat-to-beat) of the rhythm according to a preset rule in the game area;
and the preset rule is that even-number times of the rhythm BPM are multiplied to reach a preset BPM interval value.
12. A user terminal, comprising:
the game interaction computing unit is used for carrying out interaction rhythm computation on game music in real time after identifying the game music played in the interactive game in the live broadcast process, adjusting a corresponding game interaction mode in real time according to the computed interaction rhythm, and displaying a game interaction operation interface in a game area in a live broadcast interface;
and the game interaction unit is used for counting the interaction operation result of the interaction game corresponding to the game interaction mode in the game area in real time and displaying the corresponding interaction effect in real time according to the counted interaction operation result.
13. The user terminal of claim 12, wherein the game interaction computing unit comprises:
the matching subunit is used for identifying the rhythm of the game music in real time through an audio identification technology after identifying the game music played in the interactive game in the live broadcast process, and randomly matching the rhythm identified in real time with a preset rhythm library in the game area to obtain a rhythm type;
and the rhythm interaction identifier subunit is used for dynamically displaying the rhythm interaction identifier corresponding to the first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type.
14. The user terminal of claim 12, wherein the game interaction computing unit comprises:
the rhythm BPM sub-unit is used for identifying the rhythm of game music in real time through an audio identification technology after identifying the game music played in the interactive game in the live broadcast process, and dynamically displaying a rhythm interaction identifier corresponding to a second rhythm interaction rate in the game area according to the second rhythm interaction rate calculated by the rhythm BPM of the real-time identified rhythm according to a preset rule in the game area;
and the preset rule is that even-number times of the rhythm BPM are multiplied to reach a preset BPM interval value.
15. The user terminal according to claim 12, wherein the user terminal further comprises an interactive display unit, comprising:
the interactive game invitation subunit is used for receiving the interactive game invitation initiated by the anchor in the live broadcasting process or initiating the interactive game invitation to the anchor in the live broadcasting process;
and the interactive display subunit is used for pulling up the game area in an original live playing interface in a dynamic loading mode according to the interactive game invitation so that the live playing area and the game area are displayed simultaneously.
16. The user end according to claim 12, wherein the game interaction unit is specifically configured to count, in real time, interaction data of an interaction operation of the interactive game performed in the game area according to a preset scoring rule, and perform corresponding special effect display in the game area according to the corresponding interaction data.
17. The user terminal according to claim 12 or 16, wherein the user terminal further comprises:
the first full-field special effect unit is used for uploading game scores corresponding to interactive operation of the interactive game to a server to carry out statistics on total game scores of users playing in a live broadcast room after the interactive game is completed, so that when the total game scores reach preset full-field special effect scores, a main broadcast end of the live broadcast room and game areas at the user ends of the users playing in the live broadcast room display corresponding full-field special effects.
18. The user terminal according to claim 12, wherein the user terminal further comprises:
and the data uploading unit is used for uploading the interactive data corresponding to the interactive operation of the interactive game to a server for summarizing and counting the game scores, the interactive results of the interactive data and the game score ranks of all the clients completing the interactive game after the interactive game is completed.
19. The user terminal according to claim 12, wherein the user terminal further comprises:
and the result sharing unit is used for synthesizing and processing the summary statistical result returned by the server, the currently displayed live broadcast area and the two-dimensional code corresponding to the live broadcast address into a picture, so that the picture is locally stored or shared through a network.
20. An anchor, comprising:
the game music unit is used for playing game music controlled by a main player in a live broadcast site or the main player through game music selected locally or preset in a server through a live broadcast room after entering an interactive game, and simultaneously displaying a live broadcast area and a game area, so that a user side can identify the game music in real time, perform interactive rhythm calculation on the game music in real time, and adjust a corresponding game interactive mode in real time according to the calculated interactive rhythm;
and the second full-field special effect unit is used for displaying a corresponding full-field special effect instruction in the game area and displaying a corresponding full-field special effect when the total score of the game reaches a preset full-field special effect score after the interactive game is finished.
21. The anchor terminal according to claim 20, wherein the game music unit specifically comprises:
the system comprises a first game subunit, a second game subunit and a third game subunit, wherein the first game subunit is used for playing game music controlled by a main player in a live broadcast site or the main player through a live broadcast room through game music selected locally or preset in a server, and simultaneously displaying a live broadcast area and a game area, so that a user side can identify the rhythm of the game music in real time through an audio identification technology, randomly match the rhythm identified in real time with a preset rhythm library in the game area to obtain a rhythm type, and dynamically display a rhythm interaction identifier corresponding to a first rhythm interaction rate in the game area according to the first rhythm interaction rate corresponding to the matched rhythm type;
and/or
The second game subunit is used for playing game music controlled by a main player in a live broadcast site or game music selected by the main player in a local or preset server through a live broadcast room after entering an interactive game, and simultaneously displaying a live broadcast area and a game area, so that a user side can recognize the rhythm of the game music in real time through an audio recognition technology, and dynamically displaying a rhythm interaction identifier corresponding to a second rhythm interaction rate in the game area according to a second rhythm interaction rate calculated by a rhythm BPM (rhythm BPM) according to a preset rule in the game area;
and the preset rule is that even-number-times multiplication is carried out according to the rhythm BPM to reach a preset BPM interval value.
22. An interactive system in a live broadcast process, comprising:
at least one user terminal according to any one of claims 12 to 19, and a broadcaster terminal according to claim 20 or 21;
and the user side and the anchor side establish a communication connection relationship.
23. The live interactive system of claim 22, wherein the live interactive system further comprises:
and the server establishes a communication connection relation with the user side and the anchor side and is used for counting the game scores uploaded by the user side, the interaction results of the interaction data and the summary of the game score ranks of all the user sides which finish the interaction game after the user side finishes the interaction game.
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