CN108355356A - Scene of game sound intermediate frequency control method for playing back and device - Google Patents
Scene of game sound intermediate frequency control method for playing back and device Download PDFInfo
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- CN108355356A CN108355356A CN201810210492.5A CN201810210492A CN108355356A CN 108355356 A CN108355356 A CN 108355356A CN 201810210492 A CN201810210492 A CN 201810210492A CN 108355356 A CN108355356 A CN 108355356A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
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- Acoustics & Sound (AREA)
- Pinball Game Machines (AREA)
Abstract
The invention discloses a kind of scene of game sound intermediate frequency control method for playing back and devices.Wherein, this method includes:Obtain the first parameter information of the first object in scene of game;Quantized value is determined according to the first parameter information, wherein quantized value is used to characterize the severity of the first object situation in scene of game;Audio to be played is adjusted according to quantized value;Play the audio to be played after adjusting.The present invention solves the technical problem that gaming audio is relatively low with the matching degree of game situation severity in mobile phone games.
Description
Technical field
The present invention relates to computer realms, in particular to a kind of scene of game sound intermediate frequency control method for playing back and dress
It sets.
Background technology
With the fast development of computer technology, computer and internet is people’s lives, work and amusement provide
It is convenient.Various computer game enrich daily life.People extremely focus on game experiencing when playing game, swim
The audio experience of user can be improved in the background music of play, for example, as the severity of situation in game plays different backgrounds
Music makes user generate different tensions, to give user feeling on the spot in person.
Moba (Multiplayer Online Battle Arena, i.e., more online tactics sports of people) game, it is mainly logical
Cross the background music that following two modes are come in game replaying:
(1) background music for switching game immediately according to different situations in game, for example, the virtual objects in game are without war
Background music is not played when bucket behavior, after the virtual objects in game hit the virtual objects of other players, it is fierce to play
Background music.As shown in table 1, game has switched 11 first music different in size in 6.5 minutes.Although which can be complete
Match current game state entirely, but which is only applicable to that rhythm is relatively slow and the trip of computer end with audio external play equipment
Play.And for the faster mobile phone games of rhythm, the frequent background music that switches be easy to cause the fatigue of user acoustically, user's
Audio experience is poor.
Table 1
(2) switch the background music of game according to the key node in game, for example, when defence tower is broken, switching
At than background music fiercer before;When the virtual objects of whole office's game process may be influenced in game by kill, play
Background music with sense of crisis.This method is more conform with the sense of hearing custom of user, and transition when switching music is relatively more flat
Surely, reduce the conflicting between different music so that the functionality of music is more obvious.But which key node it
Outside, music it is whole that there are senses is relatively low and also relatively low with the matching degree of game situation.
For the above-mentioned gaming audio problem relatively low with the matching degree of game situation severity, not yet propose at present effective
Solution.
Invention content
An embodiment of the present invention provides a kind of scene of game sound intermediate frequency control method for playing back and devices, at least to solve to play
The audio technical problem relatively low with the matching degree of game situation severity.
One side according to the ... of the embodiment of the present invention provides a kind of scene of game sound intermediate frequency control method for playing back, including:
Obtain the first parameter information of the first object in scene of game;Quantized value is determined according to the first parameter information, wherein quantized value is used
In the severity for characterizing the first object situation in scene of game;Audio to be played is adjusted according to quantized value;It plays and adjusts
Audio to be played after section.
Another aspect according to the ... of the embodiment of the present invention additionally provides a kind of scene of game sound intermediate frequency broadcast control device, packet
It includes:Acquisition module, the first parameter information for obtaining the first object in scene of game;Determining module, for according to the first ginseng
Number information determines quantized value, wherein quantized value is used to characterize the severity of the first object situation in scene of game;Adjust mould
Block, for audio to be played to be adjusted according to quantized value;Playing module, for playing the audio to be played after adjusting.
Another aspect according to the ... of the embodiment of the present invention additionally provides a kind of scene of game sound intermediate frequency broadcasting control terminal, packet
It includes:Player;Processor, processor run program, wherein the data exported from player are executed when program is run as follows
Processing step:Obtain the first parameter information of the first object in scene of game;Quantized value is determined according to the first parameter information,
In, quantized value is used to characterize the severity of the first object situation in scene of game;Audio to be played is carried out according to quantized value
It adjusts;Play the audio to be played after adjusting.
Another aspect according to the ... of the embodiment of the present invention additionally provides a kind of storage medium, which includes storage
Program, wherein program executes scene of game sound intermediate frequency control method for playing back.
Another aspect according to the ... of the embodiment of the present invention additionally provides a kind of processor, which is used to run program,
In, scene of game sound intermediate frequency control method for playing back is executed when program is run.
In embodiments of the present invention, in such a way that situation is played in quantization, by obtaining the first object in scene of game
First parameter information, and quantized value is determined according to the first parameter information, then audio to be played is adjusted according to quantized value,
And playing the audio to be played after adjusting, wherein quantized value is used to characterize the severity of the first object situation in scene of game,
Reach and matched purpose is carried out to gaming audio and game situation severity, gaming audio and game are improved to realize
The technique effect of the matching degree of situation severity, and then solve gaming audio and game situation severity in mobile phone games
The relatively low technical problem of matching degree.
Description of the drawings
Attached drawing described herein is used to provide further understanding of the present invention, and is constituted part of this application, this hair
Bright illustrative embodiments and their description are not constituted improper limitations of the present invention for explaining the present invention.In the accompanying drawings:
Fig. 1 is the flow chart that a kind of scene of game sound intermediate frequency according to the ... of the embodiment of the present invention plays control;
Fig. 2 is a kind of flow chart optionally determining audio to be played according to the ... of the embodiment of the present invention;
Fig. 3 is the curve graph between a kind of optional quantized value according to the ... of the embodiment of the present invention and volume;And
Fig. 4 is a kind of structural schematic diagram of scene of game sound intermediate frequency broadcast control device according to the ... of the embodiment of the present invention.
Specific implementation mode
In order to enable those skilled in the art to better understand the solution of the present invention, below in conjunction in the embodiment of the present invention
Attached drawing, technical scheme in the embodiment of the invention is clearly and completely described, it is clear that described embodiment is only
The embodiment of a part of the invention, instead of all the embodiments.Based on the embodiments of the present invention, ordinary skill people
The every other embodiment that member is obtained without making creative work should all belong to the model that the present invention protects
It encloses.
It should be noted that term " first " in description and claims of this specification and above-mentioned attached drawing, "
Two " etc. be for distinguishing similar object, without being used to describe specific sequence or precedence.It should be appreciated that using in this way
Data can be interchanged in the appropriate case, so as to the embodiment of the present invention described herein can in addition to illustrating herein or
Sequence other than those of description is implemented.In addition, term " comprising " and " having " and their any deformation, it is intended that cover
It includes to be not necessarily limited to for example, containing the process of series of steps or unit, method, system, product or equipment to cover non-exclusive
Those of clearly list step or unit, but may include not listing clearly or for these processes, method, product
Or the other steps or unit that equipment is intrinsic.
Embodiment 1
According to embodiments of the present invention, a kind of scene of game sound intermediate frequency control method for playing back embodiment is provided, needs to illustrate
, step shown in the flowchart of the accompanying drawings can hold in the computer system of such as a group of computer-executable instructions
Row, although also, logical order is shown in flow charts, and it in some cases, can be with different from sequence herein
Execute shown or described step.
Fig. 1 is the flow chart of scene of game sound intermediate frequency control method for playing back according to the ... of the embodiment of the present invention, as shown in Figure 1,
This method comprises the following steps:
Step S102 obtains the first parameter information of the first object in scene of game.
It should be noted that the background processor of running game can get the first parameter letter of the first object in game
Breath.First parameter information includes at least, the action of the first object, the vital values of the first object and the default model in the first object
Enclose interior number of objects.Wherein, the first object is user's operated virtual objects in gaming, for example, user's operation first
Object is completed to mend knife, the actions such as go hunting, shoot in athletic game, then it is the first object the actions such as to mend knife, go hunting, shoot
Action.In addition, the maximum vital values of the first object refer to before the first object is destroyed, the maximum wound that the first object can bear
Evil value.Using the first object as the center of circle, with pre-set radius by the preset range that the border circular areas that radius constructs is the first object, root
The number of objects in preset range is can determine according to the preset range, for example, there are 4 enemies within the scope of 1000 yards of the first object
Square object.
Step S104 determines quantized value according to the first parameter information, wherein quantized value is for characterizing first in scene of game
The severity of object situation.
It should be noted that processor is according to the action of the first object, the life of the vital values of the first object, the first object
The situation of change of value in preset time range and enemy's number of objects in the preset range of the first object are swum to determine
The severity of situation in play, and the severity of situation is quantized.
Specifically, processor can inquire quantized value corresponding with the first parameter according to the first parameter in preset table.Its
In, table 2 shows the correspondence between the first parameter information and quantized value.
Table 2
Quantized value | It is qualitative | Game content |
1 | Overall safety | Without any enemy around heroic |
2 | Development | Hero is in the thing for mending knife, the relatively low degree of danger such as beat open country |
3 | Consumed on line/to line/gank | In 3 seconds, there are 1-2 enemy heroes within the scope of 1000 yards of hero |
4 | Small-scale group's war | In 3 seconds, there are 3 enemy heroes within the scope of 1000 yards of hero |
5 | The war of middle scale group | In 3 seconds, there are 4 enemy heroes within the scope of 1000 yards of hero |
6 | Extensive group's war | In 3 seconds, there are 5 enemy heroes within the scope of 1000 yards of hero |
3 | Life threat is low | In 3 seconds, the vital values of oneself decline the 30% of maximum vital values |
4 | In life threat | In 3 seconds, the vital values of oneself decline the 55% of maximum vital values |
5 | Life threat is high | In 3 seconds, the vital values of oneself decline the 85% of maximum vital values |
As shown in Table 2, if the processor determine that hero's (virtual objects in playing, herein means the first object) is carrying out
Mend knife action, it is determined that quantized value 2;If the processor determine that hero 1000 (can be adjusted) in 3 seconds according to practical application
There are 3 enemy heroes in code range, it is determined that it fights for small-scale group, quantized value 4;If the processor determine that (can root in 3 seconds
Be adjusted according to practical application) hero vital values drop to the 55% of maximum vital values, it is determined that heroic life threat etc.
Grade is middle rank, and corresponding quantized value is 4.
It should be noted that may range from but being not limited to 1 to 6 shown in table 2 for quantized value, it can be according to actual conditions pair
The range of quantized value is adjusted.In addition, quantized value is bigger, illustrate that situation carries out fiercer, at this time corresponding game background
The volume of audio is higher, and the rhythm of game background audio is faster.
In addition it is also necessary to explanation, due in the online tactics athletic game of more people fight triggering have it is stronger and
Shi Xing, and the possibility for triggering fight again within the rear short time off play is relatively high, therefore, according to the first parameter information
During determining quantized value, quantized value is adjusted to twice of the First Speed of the second quantized value by the first quantized value more than second
Quantized value is adjusted to the second speed of the first quantized value.It can ensure to send out by the pace of change being arranged between different quantized values
When the contour fierce event of raw extensive group's war, game background audio can match with situation, and when de- triggering war again after the war
When bucket, the variation of game background audio is unlikely to too frequently.
Step S106 is adjusted audio to be played according to quantized value.
It should be noted that after determining quantized value according to the first parameter information, processor can be treated according to quantized value
It plays audio to be adjusted, for example, the quantized value before adjusting is 2, the quantized value after adjusting is 4, then processor height-regulating waits for
The volume of audio is played, and adjusts the rhythm of audio to be played.
Step S108 plays the audio to be played after adjusting.
It should be noted that after audio to be played is adjusted according to quantized value, the terminal of the game is run i.e.
It can play the audio to be played after adjusting.
Based on step defined by above-mentioned steps S102 to step S108, it can know, by obtaining the in scene of game
First parameter information of an object, and quantized value is determined according to the first parameter information, then according to quantized value to audio to be played
It is adjusted, and plays the audio to be played after adjusting, wherein quantized value is for characterizing the first object situation in scene of game
Severity.
It is easily noted that, due to being quantified to the severity of situation in scene of game, according to quantized value pair
Audio to be played is adjusted, and therefore, processor can be adjusted audio to be played according to the severity of situation, make to wait broadcasting
The rhythm of playback frequency matches with game situation.In addition, the correspondence due to being stored with situation and quantized value in preset table,
Therefore, after setting after preset table, it is only necessary to modify to the parameter information of the first object in preset table, i.e.,
Modified preset table can be applied in other game, reduce the work load of game developer, improve game
The efficiency of exploitation.
As shown in the above, scene of game sound intermediate frequency control method for playing back provided herein can reach to game
Audio carries out matched purpose with game situation severity, and gaming audio and game situation severity are improved to realize
Matching degree technique effect, and then the matching degree for solving gaming audio in mobile phone games and situation severity of playing is relatively low
The technical issues of.
It should be noted that in obtaining scene of game before the first parameter information, the determination from multiple audios is needed to wait for
Audio is played, is as follows:
Step S10 obtains the second parameter information of the second object in scene of game, wherein the second parameter information is used for
Characterize the progress of game;
Step S12 determines audio to be played according to the second parameter information.
It should be noted that the defence tower that above-mentioned second object can be but be not limited in athletic game, wherein second pair
The second parameter information of elephant can be but be not limited to the complete situation of defence tower.In addition, the quantity of the second object can be one,
Or it is multiple.
In a kind of optional embodiment, a kind of flow chart optionally determining audio to be played as shown in Figure 2.Scheming
In 2, music 1, music 2 are identical with the music style of music 3, three songs respectively can the first loop play, and three songs
Progressive relationship is presented on rhythm, i.e. the tensity grade of music 1 is rudimentary tensity, and the tensity grade of music 2 is middle rank
The tensity of tensity, music 3 is advanced tensity.As shown in Figure 2, when defence tower complete (being not affected by attack), sound is played
Happy 1;When defending tower 1 to be destroyed, music 2 is played;When defending tower 2 to be destroyed, music 3 is played.Therefore, it is according to defence tower
The mark of defence tower no under attack and under attack can determine audio to be played.
In addition it is also necessary to which explanation, in obtaining scene of game before the first parameter information, needs from multiple audios
It determines the handoff relation before multiple audios to be played, is as follows:
Step S14 obtains the second parameter information of the second object in scene of game, wherein the second parameter information is used for
Characterize the progress of game;
Step S16 is switched over according to the second parameter information between multiple audios to be played.
In a kind of optional embodiment, still illustrated by taking the defence tower in Fig. 2 as an example.Specifically, working as all defence
When tower is complete, music 1 is played;When defending tower 1 to start under attack, by 1 gradual change of music to music 2;When defence tower 1 is broken
When ruining, while tower 2 being defendd to start under attack, by 2 gradual change of music to music 3.
It should be noted that the switching mode between multiple audios to be played can include but is not limited to it is following several:
(1) first audio stops after playing, and starts to play the second audio;
When the volume of (2) second audios tapers into, meanwhile, the volume of the second audio becomes larger;
(3) first audios stop after playing, and the second audio does not play, and play third audio at this time, are broadcast in third audio
After discharging, the second audio is played, wherein third audio can be but be not limited to voice, for example, when defence tower 1 is destroyed, the
One audio stops playing, meanwhile, the voice prompt of " defence tower 1 destroyed " is generated, after voice prompt, starts broadcasting the
Two audios.
In addition it is also necessary to explanation, after audio to be played is determined according to the second parameter information, you can according to amount
Change value is adjusted audio to be played.Wherein, it before being adjusted to audio to be played according to quantized value, needs to treat and broadcast
Playback frequency and quantized value are associated.And before being associated, it needs to carry out point of rail processing to audio to be played, that is, treats and broadcast
Playback frequency carries out point of rail processing, obtains the first sound-absorbing layer and the second sound-absorbing layer, wherein the first sound-absorbing layer is melody and harmony layer, the second sound
Layer is regular movements layer.
Specifically, completing to treat using DAW (Digital Audio Workstation, i.e. audio workstation) softwares
The point of rail operation for playing audio, by audio distribution to different tracks caused by the different musical instruments in audio to be played,
For example, by audio distribution to the first sound-absorbing layer caused by Brass (i.e. copper pipe), String_CB (i.e. string music _ violoncello), it will
Percussion (percussion instrument), rhythm guitar (rhythm guitar), strings spiccato (string music violin) are produced
In raw audio distribution to the second sound-absorbing layer.
It should be noted that different audios to be played has independence in each sound-absorbing layer, for example, in the first sound-absorbing layer
Audio caused by copper pipe in music 1 will not be merged with audio caused by the copper pipe in music 2.
In addition it is also necessary to which explanation can be according to quantized value to sound to be played after audio to be played is carried out point of rail
Frequency is adjusted, and is as follows:
Quantized value is associated with by step S1060 with the volume of the second sound-absorbing layer;
Step S1062 adjusts the volume of the second sound-absorbing layer of audio to be played according to quantized value.
In a kind of optional embodiment, game developer can be according to the whole playing method of game, game background music
The information such as the parameter of the distance between virtual objects and other objects in rhythm, game, virtual objects set quantized value, i.e.,
The severity of situation is characterized with quantized value.Then, trigger condition corresponding with quantized value is set, for example, first in 3 seconds
It is the trigger condition for making quantized value be 4 to have 3 enemy heroes within the scope of 1000 yards of object.In determination quantized value and quantization
It is worth after corresponding trigger condition, uses RTPC (Real-time Parameter Controls, i.e. real-time parameter are controlled) skill
The volume of second sound-absorbing layer is associated with by art with quantized value, wherein quantized value is bigger, and the volume of the second sound-absorbing layer is bigger.
It should be noted that during playing the audio of the second sound-absorbing layer, the audio of the first sound-absorbing layer plays always, only
The volume of the audio of the first sound-absorbing layer is smaller at this time, and user will not hear the audio of the first sound-absorbing layer.In addition, RTPC technologies can basis
The particular community of parameter real-time control audio object, container, bus, effect device in game etc..
In addition it is also necessary to explanation, the curve graph between quantized value as shown in Figure 3 and volume, from the figure 3, it may be seen that the
The volume of two sound-absorbing layer is directly proportional to quantized value.When quantized value it is maximum (in Fig. 3, when maximum quantized value is 6), the sound of the second sound-absorbing layer
The volume of frequency is also maximum, at this point, the state of game fight is the fiercest;When quantized value minimum (i.e. quantized value is 0), the second sound
The volume of the audio of layer is also minimum, at this point, user can only hear the audio of the first sound-absorbing layer, and the audio of the first sound-absorbing layer is atmosphere type
Audio, the state without fighting behavior in corresponding game.It can be seen that setting quantized value is suitable with the correspondence of audio volume
In the linear axes provided with game sound intermediate frequency, so that audio can match current tactical situation to the greatest extent, to improve user's
Visual experience.
In addition, in gaming in addition to fighting without fight event and agglomerate, there is also other events, for example, small war part,
Band line event etc., due to audio to be played only have there are two sound-absorbing layer, distinguish difference by adjusting the volume of the second sound-absorbing layer
Event.For example, when user is in gank states, quantized value 3, at this point, user can indistinctly hear the audio of the second sound-absorbing layer,
Indistinct tension is brought to user, improve user is visual experience.Wherein, gank is the online tactics sports trip of more people
Common tactics in play refer to one or several game role action in gaming, stalk, wrap to the game role of other side
It copies, enclose and kill.
In a kind of optional embodiment, the audio to be played after adjusting is played, is specifically comprised the following steps:
Step S1080 plays the first sound-absorbing layer in the case where the parameter information of the first object meets the first preset condition
Audio;
Step S1082 plays the first sound-absorbing layer in the case where the parameter information of the first object is unsatisfactory for the first preset condition
Audio and the second sound-absorbing layer audio.
It is illustrated by taking Fig. 2 as an example, in fig. 2, the first preset condition is that fighting behavior is not present in the first object.Specifically
, when playing beginning, music 1 is played, at this point, processor further determines that the fighting behavior of the first object, if first pair
As fighting behavior is not present, then audio of the music 1 in the first sound-absorbing layer is played;If there are fighting behaviors for the first object, together
When play audio of the music 1 in the first sound-absorbing layer and the second sound-absorbing layer.
It should be noted that except audio to be played is adjusted using quantized value, special sound effect can also will be prepared
(i.e. Foley audios) and voice and quantized value direct correlation are chatted, special sound effect is prepared and chats the volume and quantized value of voice
It is directly proportional, when the virtual objects that user is controlled do not have fighting behavior, alternatively, virtual objects such as are in band line, beat open country at the fierceness journey
When spending lower state, user, which can hear the footsteps of virtual objects, pendant sound with it or chat voice, (is equivalent to the
Audio in one sound-absorbing layer);And when user's control virtual objects beat group's wartime, user will not hear that the above sound (is equivalent to first
Audio in sound-absorbing layer).It can be seen that this method is while ensureing that gaming audio is rich, it is ensured that gaming audio it is pure
Cleanliness.
The content introduced by the present embodiment is it is found that scene of game sound intermediate frequency control method for playing back provided herein makes
Classified to the behavior of user with quantized value, and point of rail processing is carried out to audio, so that audio can be matched preferably
The situation of game.In addition, after setting quantized value, quantized value carried out with the volume of audio using RTPC technologies it is corresponding,
Considerably simplify the work of game developer.And it is once matched to the preset condition comprising quantized value
Later, audio exploitation can be completed with audio debugging efforts by audio work personnel, be participated in without game developer.And
And the adjustment of volume, the switching of audio, audio point of rail, the corresponding trigger condition of quantized value modification etc. all can be in game engine
And synchronism detection in client, simplify the step of game is debugged.
Embodiment 2
According to embodiments of the present invention, a kind of embodiment of scene of game sound intermediate frequency broadcast control device is additionally provided, wherein
Fig. 4 is the structural schematic diagram of scene of game sound intermediate frequency broadcast control device according to the ... of the embodiment of the present invention, as shown in figure 4, the dress
Set including:Acquisition module 401, determining module 403, adjustment module 405 and playing module 407.
Wherein, acquisition module 401, the first parameter information for obtaining the first object in scene of game;Determining module
403, for determining quantized value according to the first parameter information, wherein quantized value is for characterizing the first object situation in scene of game
Severity;Adjustment module 405, for audio to be played to be adjusted according to quantized value;Playing module 407, for broadcasting
Put the audio to be played after adjusting.
It should be noted that above-mentioned acquisition module 401, determining module 403, adjustment module 405 and playing module 407 are right
Should be in the step S102 to step S108 in embodiment 1, example and application scenarios that four modules and corresponding step are realized
It is identical, but it is not limited to the above embodiments 1 disclosure of that.
It should be noted that the first parameter information includes at least following any one:The action of first object, the first object
Vital values, the situation of change of the vital values of the first object in preset time range and the preset range in the first object
Interior enemy's number of objects.
In a kind of optional embodiment, scene of game sound intermediate frequency broadcast control device further includes:First acquisition module with
And first determining module.Wherein, the first acquisition module, the second parameter information for obtaining the second object in scene of game,
Wherein, the second parameter information is used to characterize the progress of game;First determining module waits broadcasting for being determined according to the second parameter information
Playback frequency.
It should be noted that above-mentioned first acquisition module and the first determining module correspond to the step S10 in embodiment 1
To step S12, two modules are identical as example and application scenarios that corresponding step is realized, but are not limited to the above embodiments 1
Disclosure of that.
In a kind of optional embodiment, scene of game sound intermediate frequency broadcast control device further includes:Second acquisition module with
And handover module.Wherein, the second acquisition module, the second parameter information for obtaining the second object in scene of game, wherein
Second parameter information is used to characterize the progress of game;Handover module is used for according to the second parameter information in multiple audios to be played
Between switch over.
It should be noted that above-mentioned second acquisition module and handover module correspond to the step S14 in embodiment 1 to step
Rapid S16, two modules are identical as example and application scenarios that corresponding step is realized, but it is public to be not limited to the above embodiments 1 institute
The content opened.
In a kind of optional embodiment, scene of game sound intermediate frequency broadcast control device further includes:Processing module.Wherein,
Processing module obtains the first sound-absorbing layer and the second sound-absorbing layer, wherein the first sound-absorbing layer is for carrying out point of rail processing to audio to be played
Melody and harmony layer, the second sound-absorbing layer are regular movements layer.
In a kind of optional embodiment, adjustment module includes:Relating module and the first adjustment module.Wherein, it is associated with
Module, for quantized value to be associated with the volume of the second sound-absorbing layer;First adjustment module, for adjusting sound to be played according to quantized value
The volume of second sound-absorbing layer of frequency.
It should be noted that above-mentioned relating module and the first adjustment module correspond to the step S1060 in embodiment 1 extremely
Step S1062, two modules are identical as example and application scenarios that corresponding step is realized, but are not limited to the above embodiments 1
Disclosure of that.
In a kind of optional embodiment, the audio to be played after adjusting is played, including:First playing module and second
Playing module.Wherein, the first playing module is used in the case where the parameter information of the first object meets the first preset condition,
Play the audio of the first sound-absorbing layer;Second playing module, for being unsatisfactory for the first preset condition in the parameter information of the first object
In the case of, play the audio of the audio and the second sound-absorbing layer of the first sound-absorbing layer.
It should be noted that above-mentioned first playing module and the second playing module correspond to the step in embodiment 1
S1080 to step S1082, two modules are identical as example and application scenarios that corresponding step is realized, but are not limited to above-mentioned
1 disclosure of that of embodiment.
Embodiment 3
According to embodiments of the present invention, a kind of embodiment of scene of game sound intermediate frequency broadcasting control terminal, the control are additionally provided
Terminal processed can perform the scene of game sound intermediate frequency control method for playing back in embodiment 1, wherein the control terminal includes:Player
And processor.Wherein, processor, processor run program, wherein the data exported from player are executed when program is run
Following processing step:Obtain the first parameter information of the first object in scene of game;Quantized value is determined according to the first parameter information,
Wherein, quantized value is used to characterize the severity of the first object situation in scene of game;According to quantized value to audio to be played into
Row is adjusted;Play the audio to be played after adjusting.
Embodiment 4
Another aspect according to the ... of the embodiment of the present invention additionally provides a kind of storage medium, which includes storage
Program, wherein program executes the scene of game sound intermediate frequency control method for playing back in embodiment 1.
Embodiment 5
Another aspect according to the ... of the embodiment of the present invention additionally provides a kind of processor, which is used to run program,
In, the scene of game sound intermediate frequency control method for playing back in embodiment 1 is executed when program is run.
The embodiments of the present invention are for illustration only, can not represent the quality of embodiment.
In the above embodiment of the present invention, all emphasizes particularly on different fields to the description of each embodiment, do not have in some embodiment
The part of detailed description may refer to the associated description of other embodiment.
In several embodiments provided herein, it should be understood that disclosed technology contents can pass through others
Mode is realized.Wherein, the apparatus embodiments described above are merely exemplary, for example, the unit division, Ke Yiwei
A kind of division of logic function, formula that in actual implementation, there may be another division manner, such as multiple units or component can combine or
Person is desirably integrated into another system, or some features can be ignored or not executed.Another point, shown or discussed is mutual
Between coupling, direct-coupling or communication connection can be INDIRECT COUPLING or communication link by some interfaces, unit or module
It connects, can be electrical or other forms.
The unit illustrated as separating component may or may not be physically separated, aobvious as unit
The component shown may or may not be physical unit, you can be located at a place, or may be distributed over multiple
On unit.Some or all of unit therein can be selected according to the actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present invention can be integrated in a processing unit, it can also
It is that each unit physically exists alone, it can also be during two or more units be integrated in one unit.Above-mentioned integrated list
The form that hardware had both may be used in member is realized, can also be realized in the form of SFU software functional unit.
If the integrated unit is realized in the form of SFU software functional unit and sells or use as independent product
When, it can be stored in a computer read/write memory medium.Based on this understanding, technical scheme of the present invention is substantially
The all or part of the part that contributes to existing technology or the technical solution can be in the form of software products in other words
It embodies, which is stored in a storage medium, including some instructions are used so that a computer
Equipment (can be personal computer, server or network equipment etc.) execute each embodiment the method for the present invention whole or
Part steps.And storage medium above-mentioned includes:USB flash disk, read-only memory (ROM, Read-Only Memory), arbitrary access are deposited
Reservoir (RAM, Random Access Memory), mobile hard disk, magnetic disc or CD etc. are various can to store program code
Medium.
The above is only a preferred embodiment of the present invention, it is noted that for the ordinary skill people of the art
For member, various improvements and modifications may be made without departing from the principle of the present invention, these improvements and modifications are also answered
It is considered as protection scope of the present invention.
Claims (11)
1. a kind of scene of game sound intermediate frequency control method for playing back, which is characterized in that including:
Obtain the first parameter information of the first object in scene of game;
Quantized value is determined according to first parameter information, wherein the quantized value is for characterizing described in the scene of game
The severity of first object situation;
Audio to be played is adjusted according to the quantized value;
Play the audio to be played after adjusting.
2. according to the method described in claim 1, it is characterized in that, first parameter information is including at least following any one
:The acting of first object, the vital values of first object, the vital values of first object are in preset time range
Interior situation of change and enemy's number of objects in the preset range of first object.
3. according to the method described in claim 1, it is characterized in that, in obtaining scene of game before the first parameter information, institute
The method of stating further includes:
Obtain the second parameter information of the second object in the scene of game, wherein second parameter information is for characterizing
The progress of game;
The audio to be played is determined according to second parameter information.
4. according to the method described in claim 1, it is characterized in that, in obtaining scene of game before the first parameter information, institute
The method of stating further includes:
Obtain the second parameter information of the second object in the scene of game, wherein second parameter information is for characterizing
The progress of game;
It is switched between multiple audios to be played according to second parameter information.
5. according to the method described in claim 1, it is characterized in that, audio to be played is adjusted according to the quantized value
Before, the method further includes:
Point of rail processing is carried out to the audio to be played, obtains the first sound-absorbing layer and the second sound-absorbing layer, wherein first sound-absorbing layer is rotation
Rule and harmony layer, second sound-absorbing layer are regular movements layer.
6. according to the method described in claim 5, it is characterized in that, audio to be played is adjusted according to the quantized value,
Including:
The quantized value is associated with the volume of second sound-absorbing layer;
The volume of the second sound-absorbing layer of the audio to be played is adjusted according to the quantized value.
7. according to the method described in claim 6, it is characterized in that, play adjust after audio to be played, including:
In the case where the parameter information of first object meets the first preset condition, the audio of first sound-absorbing layer is played;
In the case where the parameter information of first object is unsatisfactory for first preset condition, first sound-absorbing layer is played
The audio of audio and second sound-absorbing layer.
8. a kind of scene of game sound intermediate frequency broadcast control device, which is characterized in that including:
Acquisition module, the first parameter information for obtaining the first object in scene of game;
Determining module, for determining quantized value according to first parameter information, wherein the quantized value is for characterizing the trip
The severity of first object situation described in scene of playing;
Adjustment module, for audio to be played to be adjusted according to the quantized value;
Playing module, for playing the audio to be played after adjusting.
9. a kind of storage medium, which is characterized in that the storage medium includes the program of storage, wherein described program right of execution
Profit requires the scene of game sound intermediate frequency control method for playing back described in any one of 1 to 7.
10. a kind of processor, which is characterized in that the processor is for running program, wherein right of execution when described program is run
Profit requires the scene of game sound intermediate frequency control method for playing back described in any one of 1 to 7.
11. a kind of scene of game sound intermediate frequency plays control terminal, which is characterized in that including:
Player;
Processor, the processor run program, wherein described program holds the data exported from the player when running
The following processing step of row:
Obtain the first parameter information of the first object in scene of game;
Quantized value is determined according to first parameter information, wherein the quantized value is for characterizing described in the scene of game
The severity of first object situation;
Audio to be played is adjusted according to the quantized value;
Play the audio to be played after adjusting.
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