CN108379842A - Gaming audio processing method, device, electronic equipment and storage medium - Google Patents

Gaming audio processing method, device, electronic equipment and storage medium Download PDF

Info

Publication number
CN108379842A
CN108379842A CN201810128495.4A CN201810128495A CN108379842A CN 108379842 A CN108379842 A CN 108379842A CN 201810128495 A CN201810128495 A CN 201810128495A CN 108379842 A CN108379842 A CN 108379842A
Authority
CN
China
Prior art keywords
echo
audio
sound
interval time
game
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN201810128495.4A
Other languages
Chinese (zh)
Other versions
CN108379842B (en
Inventor
刘佳雯
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN201810128495.4A priority Critical patent/CN108379842B/en
Publication of CN108379842A publication Critical patent/CN108379842A/en
Application granted granted Critical
Publication of CN108379842B publication Critical patent/CN108379842B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6081Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Pinball Game Machines (AREA)
  • Stereophonic System (AREA)

Abstract

Present disclose provides a kind of gaming audio processing method, device, electronic equipment and computer readable storage mediums, are related to human-computer interaction technique field.This method includes:Audio playing time and echo interval time are determined according to the sound source distance in scene of game between sounding object and virtual objects;Primary sound is synthesized into target audio with corresponding echo according to the echo interval time, and the target audio is played in the audio playing time.The disclosure can be realized in the case where occupancy stock number is less and intend genuine Echo in scene of game, be supplied to the true game experiencing of player.

Description

Gaming audio processing method, device, electronic equipment and storage medium
Technical field
This disclosure relates to human-computer interaction technique field more particularly to a kind of gaming audio processing method, gaming audio processing Device, electronic equipment and computer readable storage medium.
Background technology
With the fast development of computer and electronic equipment, quasi- trueization is increasingly focused in electronic game, that is, presents and reality The similar game environment in the world, to bring the true game experiencing of player.Wherein, whether the sound effect of game is true, for The impression of player has a significant impact.
In the 3D scene of game such as mountain valley, square, auditorium, it is often necessary to realize and intend genuine Echo, generally to carry out A large amount of simulation measuring and calculating, reproduction time and the sound attenuating situation etc. of echo are confirmed according to the physical reflection path of sound, then will be counted Logic that ten audios are calculated according to physics plays.Since the operand of the process and the stock number of occupancy are excessive, only it is applicable in In host game or the game of the ends single machine PC, multiplayer online games and mobile phone games can not be suitable for.
It should be noted that information is only used for reinforcing the reason to the background of the disclosure disclosed in above-mentioned background technology part Solution, therefore may include the information not constituted to the prior art known to persons of ordinary skill in the art.
Invention content
The disclosure be designed to provide a kind of gaming audio processing method, gaming audio processing unit, electronic equipment and Computer storage media, and then the sports ground caused by the limitation and defect of the prior art is overcome at least to a certain extent The operand and the excessive problem of stock number that quasi- genuine Echo needs are realized in scape.
Other characteristics and advantages of the disclosure will be apparent from by the following detailed description, or partially by the disclosure Practice and acquistion.
According to one aspect of the disclosure, a kind of game gaming audio processing method is provided, including:
Audio playing time and echo are determined according to the sound source distance in scene of game between sounding object and virtual objects Interval time;
Primary sound is synthesized into target audio with corresponding echo according to the echo interval time, and when the audio plays It carves and plays the target audio.
In a kind of exemplary embodiment of the disclosure, according to the sound in scene of game between sounding object and virtual objects Source distance determines that audio playing time includes with echo interval time:
According to where the determining sounding object of sound source distance in scene of game between sounding object and virtual objects Apart from section;
According to described audio playing time and echo interval time are determined apart from section.
In a kind of exemplary embodiment of the disclosure, according to sounding object in the scene of game and the virtual objects Between sound source distance determine audio playing time include with echo interval time:
Judge whether the sound source distance in scene of game between sounding object and virtual objects meets and enables the default of echo Condition;
When the sound source distance meets the preset condition, determines audio playing time according to sound source distance and return Sound interval time.
In a kind of exemplary embodiment of the disclosure, the echo interval time includes the first echo interval time and the Two echo interval times.
In a kind of exemplary embodiment of the disclosure, when the first echo interval time and the second echo interval Between it is identical.
In a kind of exemplary embodiment of the disclosure, primary sound is closed with corresponding echo according to the echo interval time Include at target audio:
According to the first echo interval time and the second echo interval time by primary sound, corresponding first echo with Second echo synthesizes target audio.
In a kind of exemplary embodiment of the disclosure, the method further includes:
Using the virtual objects towards direction as axis, the scene of game is divided into left half-court and right half-court;
If detecting that the sounding object is located at the left half-court, the primary sound is adjusted to L channel;
If detecting that the sounding object is located at the right half-court, the primary sound is adjusted to right channel.
In a kind of exemplary embodiment of the disclosure:The sound channel of first echo and the primary sound is on the contrary, described the Two echoes are identical as the sound channel of the primary sound.
In a kind of exemplary embodiment of the disclosure:First echo passes through with second echo to the primary sound It is obtained after doing audio adjustment.
In a kind of exemplary embodiment of the disclosure:The audio adjustment includes volume attenuation, increases reverberation or extension One or more of last or end syllable.
According to one aspect of the disclosure, a kind of gaming audio processing unit is provided, described device includes:
Audio time calculates module, for true according to the sound source distance in scene of game between sounding object and virtual objects Accordatura frequency playing time and echo interval time;
Target audio control module, for primary sound to be synthesized target sound with corresponding echo according to the echo interval time Frequently, and in the audio playing time play the target audio.
In a kind of exemplary embodiment of the disclosure, the audio time measuring and calculating module includes:
Apart from interval determination unit, for according to sound source distance determine where the sounding object apart from section;
Audio time determination unit, for determining audio playing time and echo interval time apart from section according to described.
In a kind of exemplary embodiment of the disclosure, the audio time measuring and calculating module includes:
Echo condition judging unit, for judging the sound in the scene of game between sounding object and the virtual objects Whether source distance meets the preset condition for enabling echo;
Audio time determination unit, for when the sound source distance meets the preset condition, according to the sound source away from From determining audio playing time and echo interval time.
In a kind of exemplary embodiment of the disclosure, the echo interval time includes the first echo interval time and the Two echo interval times.
In a kind of exemplary embodiment of the disclosure, when the first echo interval time and the second echo interval Between it is identical.
In a kind of exemplary embodiment of the disclosure, the target audio control module includes:
Target audio synthesis unit, being used for will according to the first echo interval time and the second echo interval time Primary sound, corresponding first echo synthesize target audio with the second echo.
In a kind of exemplary embodiment of the disclosure, described device further includes:
Scene of game division module is used to using the virtual objects be divided into the scene of game as axis towards direction Left half-court and right half-court;
The target audio control module includes:
Audio track control unit, for when detecting that the sounding object is located at the left half-court, by the primary sound It adjusts to L channel, and when detecting that the sounding object is located at the right half-court, the primary sound is adjusted to right channel.
In a kind of exemplary embodiment of the disclosure:The audio track control unit is additionally operable to first echo It adjusts to the sound channel opposite with the primary sound, and second echo is adjusted to sound channel identical with the primary sound.
In a kind of exemplary embodiment of the disclosure:The audio adjustment includes volume attenuation, increases reverberation or extension One or more of last or end syllable.
According to one aspect of the disclosure, a kind of electronic equipment is provided, including:
Processor;And
Memory, the executable instruction for storing the processor;
Wherein, the processor is configured to execute the trip described in above-mentioned any one via the executable instruction is executed Play audio-frequency processing method.
According to one aspect of the disclosure, a kind of computer readable storage medium is provided, computer program is stored thereon with, The computer program realizes the gaming audio processing method described in above-mentioned any one when being executed by processor.
The exemplary embodiment of the disclosure has the advantages that:
The gaming audio processing method of the exemplary embodiment offer of the disclosure, gaming audio processing unit, electronic equipment And computer storage media, when determining echo interval according to the sound source distance in scene of game between sounding object and virtual objects Between, and synthesize the target audio with Echo.On the one hand, when sound source apart from it is different when, when the echo interval that player hears Between it is also different, Echo is related to the game environment residing for player, with preferably quasi- true property, player can be supplied to serious Real game experiencing.On the other hand, which can be realized by less operand with stock number, reduce When game running caused by hardware load, be applicable to multiplayer online games and mobile phone games.In another aspect, player in game The distance that sound source location can be judged by echo interval time enhances the operability and interest of game.
It should be understood that above general description and following detailed description is only exemplary and explanatory, not The disclosure can be limited.
Description of the drawings
The drawings herein are incorporated into the specification and forms part of this specification, and shows the implementation for meeting the disclosure Example, and together with specification for explaining the principles of this disclosure.It should be evident that the accompanying drawings in the following description is only the disclosure Some embodiments for those of ordinary skill in the art without creative efforts, can also basis These attached drawings obtain other attached drawings.
Fig. 1 shows a kind of flow chart of gaming audio processing method in disclosure exemplary embodiment;
Fig. 2 shows the schematic diagrames of sound transmission in a kind of scene of game in disclosure exemplary embodiment;
Fig. 3 shows a kind of flow chart of gaming audio processing method in disclosure exemplary embodiment;
Fig. 4 shows a kind of flow chart of gaming audio processing method in disclosure exemplary embodiment;
Fig. 5 shows a kind of schematic diagram of sound transmission in scene of game in disclosure exemplary embodiment;
Fig. 6 shows a kind of time shaft of target audio in disclosure exemplary embodiment;
Fig. 7 shows a kind of schematic diagram of sound transmission in scene of game in disclosure exemplary embodiment;
Fig. 8 shows a kind of schematic diagram of sound transmission in scene of game in disclosure exemplary embodiment;
Fig. 9 shows a kind of structure diagram of gaming audio processing unit in disclosure exemplary embodiment;
Figure 10 shows that a kind of electronics for realizing above-mentioned gaming audio processing method is set in disclosure exemplary embodiment It is standby;
Figure 11 shows a kind of computer for realizing above-mentioned gaming audio processing method in disclosure exemplary embodiment Readable storage medium storing program for executing.
Specific implementation mode
Example embodiment is described more fully with reference to the drawings.However, example embodiment can be with a variety of shapes Formula is implemented, and is not understood as limited to example set forth herein;On the contrary, thesing embodiments are provided so that the disclosure will more Fully and completely, and by the design of example embodiment comprehensively it is communicated to those skilled in the art.Described feature, knot Structure or characteristic can be in any suitable manner incorporated in one or more embodiments.
It should be noted that in the disclosure, term "one", " one ", "the" and " described " indicating there are one or Multiple element/component parts/etc.;Term " comprising " is indicating the open meaning being included and refer in addition to listing Element/component part/also may be present except waiting other element/component part/etc.;Term " first " and " second " etc. are only made It is used for label, is not the limitation to its number of objects.
That the multiple sound is made into an audio in a kind of scheme of the relevant technologies, analog echo effect, wherein echo with The interval time of primary sound is fixed, and only adjusts the volume that audio plays by the distance of sound source in gaming, but to echo Interval time does not adjust, therefore when sound source distance change, and the echo interval time that player is heard is constant.Although reducing The stock number of game running, but the simulation process of echo lacks the support of physics measuring and calculating, and the Echo in different scenes is complete It is exactly the same, it is detached from really, keeps the game experiencing of player poor.
In view of the above problems, the exemplary embodiment of the disclosure provides firstly a kind of gaming audio processing method, can be with Applied to terminal device of running game client-side program, such as mobile phone, tablet computer, game machine, PC etc., pass through trip Play program can also be applied to provide the server of exchanging game data, at gaming audio to playing after gaming audio processing Corresponding client is sent to after reason.Refering to what is shown in Fig. 1, the gaming audio processing method may comprise steps of:
Step S110, when determining that audio plays according to the sound source distance in scene of game between sounding object and virtual objects It carves and echo interval time;Primary sound is synthesized target audio by step S120 according to the echo interval time with corresponding echo, And play the target audio in the audio playing time.
Wherein, the virtual objects refer to the game role that player is manipulated, partly or wholly with the game role Form shown in scene of game.The sounding object refers to that send out can be by pair for the sound that virtual objects receive As that can be the game role of other players manipulation, can also be NPC (Non-Player Character, non-object for appreciation in game Family role) or sound producing body etc..The primary sound can be the audio file to prestore, such as shot, clock with corresponding echo The higher sound of the versatilities such as sound, chirping of birds can also be the audio generated in game, such as the voice input etc. of player, may be used also To be audio that other forms generate, the present embodiment is not specially limited this.
Specific explanations are done to each step below by an exemplary embodiment.
In the present exemplary embodiment, as shown in Fig. 2, by taking the scene of game shot in mountain valley as an example, sounding object can be with It is a player A, opens fire and send out rifle sound, virtual objects can be a player B, and the primary sound that rifle is rung passes through between player A and B Distance S0 after, pass at player B, the time that primary sound is propagated is t0, and primary sound can pass through the distance between player B and mountain valley S1 It is reflected back player B again afterwards, forms echo, the echo interval time between echo and primary sound is t1.The present embodiment can set nothing It is how many by actual S1, there are virtual massif positions, and virtual S1 is made to be consistently equal to S0, then understand:
T0=S0/VS
T1=2S1/VS=2S0/VS=2t0
Wherein, VSFor the velocity of sound, can be passed in 1 standard atmospheric pressure and 15 DEG C of air using sound in the present embodiment The speed 340m/s that broadcasts is calculated.
In gaming, it after player A shoots, using the moment of shooting as time starting point, obtains between player A and B first Then sound source distance S0 can calculate audio playing time t0 and echo interval time t1, then using t1 as time interval, will be former Sound and echo synthesize target audio, and play to player B at the t0 moment, then the sound that player B is heard include the primary sound that rings of rifle with Echo, and echo interval time is directly proportional at a distance from sound source.
It should be noted that the present exemplary embodiment is the explanation carried out by taking the scene of mountain valley as an example, but the protection of the disclosure Range is without being limited thereto, which can be applicable in other scene of game there may be echo, such as It can be used in the scenes such as square, auditorium or cavern.Other than shot, sound source can also be tucket, shout, report etc.. Sounding object can also be other objects in addition to player, such as static clock tower, fort, or dynamic vehicle, animal etc..
You need to add is that setting makes virtual S1 be consistently equal to there are virtual massif position in the present exemplary embodiment S0 is a kind of approximate simulation to true environment, can reduce physics measuring and calculating, reduce the hardware load of game running;It can also Using other approximate simulation schemes, such as in the round square scene of a diameter of D, virtual S1=(D- can be set S0)/2, or in the auditorium scene that height is h, propagation path S2=√ of the echo by auditorium ceiling reflection can be set (S02+4·h2).Velocity of sound VSIt is also contemplated that the influence of air pressure, temperature, wind speed and wind direction etc., such as can be according to scene of game In different weather situation to VS=340m/s does some amendments, to build more true game environment etc..
In this example embodiment, determined back according to the sound source distance in scene of game between sounding object and virtual objects Sound interval time, and synthesize the target audio with Echo.On the one hand, when sound source apart from it is different when, player hear return Sound interval time is also different, and Echo is related to the game environment residing for player, has and preferably intends true property, can be supplied to Player's more actually game experiencing.On the other hand, which can be real by less operand and stock number It is existing, when reducing game running caused by hardware load, be applicable to multiplayer online games and mobile phone games.In another aspect, Player can judge the distance of sound source location by echo interval time in game, enhance the operability and interest of game.
Calculate process to simplify audio, the stock number of game running is reduced, in one exemplary embodiment, such as Fig. 3 institutes Show, determines that audio playing time may include with echo interval time according to sound source distance:Step S301, according to the sound Source distance determine where the sounding object apart from section;Step S302, according to it is described apart from section determine audio play when It carves and echo interval time.
Can in advance according to the division from the near to the remote of distance several apart from section, be approximately distance where it by distance S0 The segmentation distance in section calculates audio playing time and echo interval time, then if at sounding object according to segmentation distance In same in section, corresponding audio playing time is identical as echo interval time, can be applicable in the same audio. Therefore can synthesize in advance each apart from the corresponding target audio in section, determine in gaming where sounding object apart from section Corresponding target audio is directly transferred afterwards to play out, and greatly reduces the quantity of audio, while by synthesized voice in playing The mode of frequency becomes the mode for synthesizing plus being transferred in playing in advance, reduces workload when game running.
For example, in one exemplary embodiment, can be as shown in table 1 apart from the specific division in section, each distance There are its range judged, applicable segmentation distance and the corresponding target audio synthesized in advance in section.Such as S0≤50m Or when S0 >=601m, it is in the 1st section or the 7th section, does not enable echo;As 51m≤S0≤150m, it is in the 2nd area Between, unified applicable S0=100m in the section then can directly play the target sound synthesized in advance according to the segmentation distance of 100m Frequently 002.
Table 1
Range in embodiment shown in table 1 apart from section is about 100m, can do according to different needs different It divides:Such as the bigger divided apart from the range in section can be reduced the target audio quantity to prestore;Or it can be by distance Interval division it is more fine, make the discrimination higher of Echo under different distance, close to true.Being typically due to human ear can The minimum interval of resolution is 0.1s or so, for velocity of sound VSUnder conditions of 340m/s, can be divided into every 34m mono- away from From section, you can reach the echo gapping effect of the limit for human ear.
In reality, if the distance of sound source is close, the volume of sound source is much larger than echo, and echo unobvious even can not It is heard;Closely spaced between echo and primary sound if the distance of sound source is far, human ear can not be differentiated.In view of above-mentioned Situation.In one exemplary embodiment, as shown in figure 4, the gaming audio processing method can also include the following steps:
Step S410 judges whether the sound source distance in the scene of game between sounding object and the virtual objects is full Foot enables the preset condition of echo;Step S421, when the sound source distance meets the preset condition, according to the sound source away from From determining audio playing time and echo interval time;Step S431, according to the echo interval time by primary sound with it is corresponding Echo synthesizes target audio, and plays the target audio in the audio playing time;Step S422, when the sound source distance When being unsatisfactory for the preset condition, audio playing time is determined according to sound source distance;Step S432 is played in the audio Moment plays primary sound.
For example, it can be set to the upper limit S of echo distancemaxWith lower limit Smin, as player A and B distances S0>SmaxOr S0<Smin When, judgement does not enable echo, only plays primary sound, primary sound playing time can be according to S0/VSIt determines;Work as Smax≥S0≥SminWhen, Judge to enable echo, then echo interval time t1 is calculated by S0 as the method previously described.It can also be according to different sports grounds Scape sets other conditions for enabling echo, such as in circular square scene, primary sound can pass through the barrier of all directions Echo is reflected to form, therefore can only set the lower limit of echo distance;Or in auditorium scene, it is approximately considered when sound source distance is super Cross certain limit, then sound outside the auditorium, will not echogenicity, thus can setpoint distance the upper limit.
In order to realize more true gaming audio, a plurality of Echo can be simulated, for example, can make player hear primary sound, First echo and the second echo.By setting approximate simulation scheme in scene of game, by sound source distance and each echo travel Contact is established between distance, the propagation distance of each echo is obtained after measuring sound source distance, to calculate between each echo Every the time, corresponding target audio is synthesized.
In one exemplary embodiment, two Echos, respectively the first echo and the second echo can be simulated, then are returned Sound interval time may include the first echo interval time and the second echo interval time, wherein the first echo interval time was The interval time of one echo and primary sound, the second echo interval time are the interval times of the second echo and the first echo.With reference to figure 5 It is shown, it can set at player A there are virtual massif A ', there are virtual massif B ' at S1 on the right side of player B, primary sound Q0 is from object for appreciation Family A passes to player B by distance S0, then passes to virtual massif B ' from player B by distance S1, is reflected back player B and forms first Echo Q1, the first echo Q1 pass to virtual massif A ' from player B by distance S0, are reflected back player B and form the second echo Q2.It is logical It crosses known to above procedure:
Primary sound propagation time t0=S0/VS
Primary sound arrival time T0=t0
First echo interval time t1=2S1/VS
Second echo interval time t2=2S0/VS=2t0
S1=S0 can be set in one exemplary embodiment, then t1=t2=2t0, i.e. the first echo interval time and Second echo interval time can be identical.Can also set S1=aS0, a be with the relevant particular factor of scene, then work as a When ≠ 1, t1 ≠ t2, i.e. the first echo interval time and the second echo interval time can be different.
After calculating t1 and t2, as shown in fig. 6, one can be synthesized by Q0, Q1 and Q2 respectively using t1 and t2 as time interval Target audio, and player B is played at the t0 moment, player B will hear the audio including primary sound with echo twice, and return twice The interval time of sound is all related to sound source distance S0.
Scene of game can also use other schemes, in a further exemplary embodiment, reference to the approximate simulation of reality Shown in Fig. 7, at a distance of S0 between player A and B, it can set on the left of player A at a distance of SAThere are virtual massif A ', the right sides player B at place At a distance of SBThere are virtual massif B ', then Q0 primary sounds can pass through two path echogenicities at place:After player A to virtual massif A ' It is reflected into player B, forms echo QA, and be re-reflected at player B after player B to virtual massif B ', form echo QB, Known to then:
Primary sound propagation time t0=S0/VS
Primary sound arrival time T0=t0
Echo QAArrival time TA=(2SA+S0)/VS
Echo QBArrival time TB=(2SB+S0)/VS
As it can be seen that echo QAWith QBWho first reaches player B, with SAAnd SBSize it is related.In the present embodiment, S can be setA =SB=S0, then have:
TA=TB=3S0/VS=3t0
That is echo QAWith QBPlayer B is reached simultaneously, the first echo Q1, the first echo interval time t1=T is collectively formedA-T0 =2t0.
Echo QAAfter reaching player B, continue to propagate, is reflected at virtual massif B ' and return player B, form the second echo Q2, then the second echo interval time t2=2SB/VS=2t0.Then t0, t1 and t2 can be calculated according to S0, determine that audio plays Moment and echo interval time.
It should be noted that the disclosure is only limited determines echo interval time according to sound source distance, for specifically how true Surely it is not particularly limited.Above-mentioned two embodiment is only through two kinds of reecho roads in approximate simulation reality in scene of game The scheme of diameter illustrates, it is desirable to provide approximate simulation model is built in scene of game, and according to sound source distance and scene In intrinsic parameter the method example of one or more echo interval time is calculated, do not constitute to disclosure protection domain It limits.Other than above-mentioned two embodiment, other are by suitable approximate simulation scheme, by sound source distance and echo travel distance Between establish contact, to according to sound source distance determine echo interval time method, belong to the protection domain of the disclosure.
In one exemplary embodiment, in order to restore the feelings that the sound from different directions can be distinguished by human ear in reality Condition, refering to what is shown in Fig. 4, the method can also include:Step S440, using the virtual objects towards direction as axis, by institute It states scene of game and is divided into left half-court and right half-court;Step S451, if detecting that the sounding object is located at the left half-court, The primary sound is adjusted to L channel;Step S452 will be described if detecting that the sounding object is located at the right half-court Primary sound is adjusted to right channel.As shown in figure 8, if player A is located at left half-court, primary sound Q0 is transmitted from the left side of player B, therefore Primary sound Q0 is adjusted to L channel;If player A is located at right half-court, adjust to right channel;You need to add is that if player A is placed exactly in towards on axis, then can not differentiate between the particular channel of primary sound, it is made to be played simultaneously in left and right acoustic channels.
In order to realize more three-dimensional true sound effect, can also divide the sound channel of primary sound is more fine, such as Can using virtual objects towards direction as Y-axis, using by virtual objects and using the vertical direction of Y-axis as X-axis, by scene of game Four regions adjust primary sound if detecting that sounding object is located at left front region after being divided into left front, left back, the right preceding and right side To front left channel, when sounding object is located at other regions, primary sound is adjusted to corresponding sound channel;Or it can be according to sounding object Relative to the orientation of virtual objects, the volume ratio of primary sound in left and right acoustic channels is adjusted, such as sounding object is in virtual objects 10 directions, then volume of the primary sound in L channel and the volume ratio in right channel can be the ratios of both sides included angle 150°:30 ° (i.e. 5:1) etc..
In one exemplary embodiment, corresponding sound channel adjustment can be also carried out to echo, situation as shown in Figure 8, when At the left side, primary sound Q0 is transmitted player A from the left side of player B, and the first echo Q1 is transmitted from the right, and the second echo Q2 is passed from the left side Come, it is seen then that the first echo Q1 and primary sound Q0 are reversed, and the second echo Q2 and primary sound Q0 are in the same direction, therefore can make the first echo Q1's Sound channel is with primary sound Q0 on the contrary, the sound channel of the second echo Q2 is identical as primary sound Q0.
It should be noted that the case where sound channel relationship of echo and primary sound can also be other, such as the feelings in Fig. 7 Shape, the Q that the first echo Q1 is transmitted by left sideAThe Q transmitted with right sideBIt is collectively formed, then the first echo Q1 that player B is heard is two A direction, therefore the sound channel of the first echo Q1 can not be differentiated between, the second echo Q2 is transmitted from right side, the direction with primary sound Q0 On the contrary, therefore the second echo Q2 may be adjusted to it is opposite with primary sound Q0 sound channels.Or in other scene, the first echo and the Two echoes can all consider the echo superposition of multiple directions reflection, then two echoes can all not differentiate between sound channel etc..
In one exemplary embodiment, scene of game can be with as shown in figure 5, player B hears primary sound Q0, the first echo successively Q1 and the second echo Q2, wherein the sound channel of the first echo Q1 with primary sound Q0 on the contrary, the sound channel of the second echo Q2 is identical as primary sound Q0. The condition for dividing sound source distance apart from section is identical as table 1, while considering that sounding object is in the feelings of left half-court or right half-court Shape, with velocity of sound VSIt is calculated for 340m/s, then when different sound source distances, different sound source subregions corresponding Q0, Q1 and Q2 are played It carves and the channel sequence of target audio is as shown in table 2,14 target audios are synthesized in advance altogether, in gaming according to different feelings Condition selects corresponding target audio to play, you can realizes and intends genuine Echo.
Table 2
In the present example embodiment, echo is primary sound by reflecting to form, therefore can pass through the source of sound to primary sound The source of sound that echo is obtained after audio effect processing is done, such as the volume of echo is generally weaker than primary sound, after volume attenuation can be done to primary sound Obtain echo;Or the situation in such as Fig. 7, the first echo is that the echo of two or more different directions is formed by stacking, can be right Primary sound obtains after doing increase reverberation.Other sound effect treatment methods can also fade out including extension last or end syllable, sound, can also be simultaneously A variety of audio effect processings are done to primary sound and obtain echo.The present embodiment is not specially limited this.
The exemplary embodiment of the disclosure additionally provides a kind of gaming audio processing unit, can be applied to running game visitor The terminal device, such as mobile phone, tablet computer, game machine, PC etc. of family end program, by games to gaming audio It is played after processing, can also be applied to provide the server of exchanging game data, it is corresponding to being sent to after gaming audio processing Client.As shown in figure 9, the gaming audio processing unit 900 may include:Audio time calculates module 910, is used for basis Sound source distance in scene of game between sounding object and virtual objects determines audio playing time and echo interval time;Target Audio frequency control module 920, for primary sound to be synthesized target audio with corresponding echo according to the echo interval time, and in institute It states audio playing time and plays the target audio.
In one exemplary embodiment, audio time measuring and calculating module may include:Apart from interval determination unit, it to be used for basis Sound source distance determine where the sounding object apart from section;Audio time determination unit, for according to the distance Section determines audio playing time and echo interval time.
In one exemplary embodiment, audio time measuring and calculating module can also include:Echo condition judging unit, for sentencing Whether the sound source distance in the disconnected scene of game between sounding object and the virtual objects meets the default item for enabling echo Part;Audio time determination unit, for when the sound source distance meets the preset condition, being determined according to sound source distance Audio playing time and echo interval time.
In one exemplary embodiment, echo interval time may include the first echo interval time and the second echo interval Time.Wherein, the first echo interval time and the second echo interval time may be the same or different.
In one exemplary embodiment, target audio control module may include:Target audio synthesis unit is used for basis The first echo interval time and the second echo interval time synthesize primary sound, corresponding first echo with the second echo Target audio.
In one exemplary embodiment, which can also include:Scene of game division module, is used for Using the virtual objects towards direction as axis, the scene of game is divided into left half-court and right half-court;Correspondingly, target audio Control module may include:Audio track control unit, for when detecting that the sounding object is located at the left half-court, inciting somebody to action The primary sound is adjusted to L channel, and when detecting that the sounding object is located at the right half-court, the primary sound is adjusted To right channel.
In one exemplary embodiment, audio track control unit can be also used for by first echo adjust to institute The opposite sound channel of primary sound is stated, and second echo is adjusted to sound channel identical with the primary sound.
In one exemplary embodiment, target audio control module can also include:Echo sound effect adjustment unit, for leading to It crosses after doing audio adjustment to the primary sound and obtains first echo and second echo.Wherein, audio, which adjusts, may include Volume attenuation increases one or more of reverberation or extension last or end syllable.
The detail of module/unit in the above gaming audio processing unit is in corresponding method section Example In be described in detail, details are not described herein again.
In an exemplary embodiment of the disclosure, a kind of electronic equipment that can realize the above method is additionally provided.
Person of ordinary skill in the field it is understood that various aspects of the disclosure can be implemented as system, method or Program product.Therefore, various aspects of the disclosure can be with specific implementation is as follows, i.e.,:It is complete hardware embodiment, complete The embodiment combined in terms of full Software Implementation (including firmware, microcode etc.) or hardware and software, can unite here Referred to as circuit, " module " or " system ".
The electronic equipment 1000 of this embodiment according to the disclosure is described referring to Figure 10.The electricity that Figure 10 is shown Sub- equipment 1000 is only an example, should not bring any restrictions to the function and use scope of the embodiment of the present disclosure.
As shown in Figure 10, electronic equipment 1000 is showed in the form of universal computing device.The component of electronic equipment 1000 can To include but not limited to:Above-mentioned at least one processing unit 1010, above-mentioned at least one storage unit 1020, connection different system The bus 1030 of component (including storage unit 1020 and processing unit 1010), display unit 1040.
Wherein, the storage unit has program stored therein code, and said program code can be held by the processing unit 1010 Row so that the processing unit 1010 executes various according to the disclosure described in above-mentioned " illustrative methods " part of this specification The step of illustrative embodiments.For example, the processing unit 1010 can execute step as shown in fig. 1:Step S110, Audio playing time and echo interval time are determined according to the sound source distance in scene of game between sounding object and virtual objects; And step S120, primary sound is synthesized by target audio with corresponding echo according to the echo interval time, and in the audio Playing time plays the target audio.
Storage unit 1020 may include the readable medium of volatile memory cell form, such as Random Access Storage Unit (RAM) 1021 and/or cache memory unit 1022, it can further include read-only memory unit (ROM) 1023.
Storage unit 1020 can also include program/utility with one group of (at least one) program module 1025 1024, such program module 1025 includes but not limited to:Operating system, one or more application program, other program moulds Block and program data may include the realization of network environment in each or certain combination in these examples.
Bus 1030 can be to indicate one or more in a few class bus structures, including storage unit bus or storage Cell controller, peripheral bus, graphics acceleration port, processing unit use the arbitrary bus structures in a variety of bus structures Local bus.
Electronic equipment 1000 can also be with one or more external equipments 1100 (such as keyboard, sensing equipment, bluetooth equipment Deng) communication, can also be enabled a user to one or more equipment interact with the electronic equipment 1000 communicate, and/or with make The electronic equipment 1000 can be communicated with one or more of the other computing device any equipment (such as router, modulation Demodulator etc.) communication.This communication can be carried out by input/output (I/O) interface 1050.Also, electronic equipment 1000 Network adapter 1060 and one or more network (such as LAN (LAN), wide area network (WAN) and/or public affairs can also be passed through Common network network, such as internet) communication.As shown, network adapter 1060 passes through its of bus 1030 and electronic equipment 1000 Its module communicates.It should be understood that although not shown in the drawings, other hardware and/or software can be used in conjunction with electronic equipment 1000 Module, including but not limited to:Microcode, device driver, redundant processing unit, external disk drive array, RAID system, magnetic Tape drive and data backup storage system etc..
Through the above description of the embodiments, those skilled in the art is it can be readily appreciated that example described herein is implemented Mode can also be realized by software realization in such a way that software is in conjunction with necessary hardware.Therefore, according to the disclosure The technical solution of embodiment can be expressed in the form of software products, the software product can be stored in one it is non-volatile Property storage medium (can be CD-ROM, USB flash disk, mobile hard disk etc.) in or network on, including some instructions are so that a calculating Equipment (can be personal computer, server, terminal installation or network equipment etc.) is executed according to disclosure embodiment Method.
In an exemplary embodiment of the disclosure, a kind of computer readable storage medium is additionally provided, energy is stored thereon with Enough realize the program product of this specification above method.In some possible embodiments, various aspects of the disclosure may be used also In the form of being embodied as a kind of program product comprising program code, when described program product is run on the terminal device, institute State program code for make the terminal device execute described in above-mentioned " illustrative methods " part of this specification according to this public affairs The step of opening various illustrative embodiments.
With reference to shown in figure 11, the program product for realizing the above method according to embodiment of the present disclosure is described 1200, portable compact disc read only memory (CD-ROM) may be used and include program code, and can in terminal device, Such as it is run on PC.However, the program product of the disclosure is without being limited thereto, in this document, readable storage medium storing program for executing can be with To be any include or the tangible medium of storage program, the program can be commanded execution system, device either device use or It is in connection.
The arbitrary combination of one or more readable mediums may be used in described program product.Readable medium can be readable letter Number medium or readable storage medium storing program for executing.Readable storage medium storing program for executing for example can be but be not limited to electricity, magnetic, optical, electromagnetic, infrared ray or System, device or the device of semiconductor, or the arbitrary above combination.The more specific example of readable storage medium storing program for executing is (non exhaustive List) include:It is electrical connection, portable disc, hard disk, random access memory (RAM) with one or more conducting wires, read-only Memory (ROM), erasable programmable read only memory (EPROM or flash memory), optical fiber, portable compact disc read only memory (CD-ROM), light storage device, magnetic memory device or above-mentioned any appropriate combination.
Computer-readable signal media may include in a base band or as the data-signal that a carrier wave part is propagated, In carry readable program code.The data-signal of this propagation may be used diversified forms, including but not limited to electromagnetic signal, Optical signal or above-mentioned any appropriate combination.Readable signal medium can also be any readable Jie other than readable storage medium storing program for executing Matter, which can send, propagate either transmission for used by instruction execution system, device or device or and its The program of combined use.
The program code for including on readable medium can transmit with any suitable medium, including but not limited to wirelessly, have Line, optical cable, RF etc. or above-mentioned any appropriate combination.
Can with any combination of one or more programming languages come write for execute the disclosure operation program Code, described program design language include object oriented program language-Java, C++ etc., further include conventional Procedural programming language-such as " C " language or similar programming language.Program code can be fully in user It executes on computing device, partly execute on a user device, being executed as an independent software package, partly in user's calculating Upper side point is executed or is executed in remote computing device or server completely on a remote computing.It is being related to far In the situation of journey computing device, remote computing device can pass through the network of any kind, including LAN (LAN) or wide area network (WAN), it is connected to user calculating equipment, or, it may be connected to external computing device (such as utilize ISP To be connected by internet).
In addition, above-mentioned attached drawing is only the schematic theory of the processing included by method according to disclosure exemplary embodiment It is bright, rather than limit purpose.It can be readily appreciated that the time that above-mentioned processing shown in the drawings did not indicated or limited these processing is suitable Sequence.In addition, being also easy to understand, these processing for example can be executed either synchronously or asynchronously in multiple modules.
It should be noted that although being referred to several modules or list for acting the equipment executed in above-detailed Member, but this division is not enforceable.In fact, according to embodiment of the present disclosure, it is above-described two or more The feature and function of module either unit can embody in a module or unit.Conversely, an above-described mould Either the feature and function of unit can be further divided into and embodied by multiple modules or unit block.
Those skilled in the art after considering the specification and implementing the invention disclosed here, will readily occur to its of the disclosure His embodiment.This application is intended to cover any variations, uses, or adaptations of the disclosure, these modifications, purposes or Adaptive change follow the general principles of this disclosure and include the undocumented common knowledge in the art of the disclosure or Conventional techniques.The description and examples are only to be considered as illustrative, and the true scope and spirit of the disclosure are by claim It points out.
It should be understood that the present disclosure is not limited to the precise structures that have been described above and shown in the drawings, and And various modifications and changes may be made without departing from the scope thereof.The scope of the present disclosure is only limited by the attached claims.

Claims (22)

1. a kind of gaming audio processing method, which is characterized in that including:
Audio playing time and echo interval are determined according to the sound source distance in scene of game between sounding object and virtual objects Time;
Primary sound is synthesized into target audio with corresponding echo according to the echo interval time, and is broadcast in the audio playing time Put the target audio.
2. gaming audio processing method according to claim 1, which is characterized in that according to sounding object in scene of game with Sound source distance between virtual objects determines that audio playing time includes with echo interval time:
The distance where the sounding object is determined according to the sound source distance in scene of game between sounding object and virtual objects Section;
According to described audio playing time and echo interval time are determined apart from section.
3. gaming audio processing method according to claim 1, which is characterized in that according to sounding pair in the scene of game As the sound source distance between the virtual objects determines that audio playing time includes with echo interval time:
Judge whether the sound source distance in scene of game between sounding object and virtual objects meets the preset condition for enabling echo;
When the sound source distance meets the preset condition, determined between audio playing time and echo according to sound source distance Every the time.
4. according to claim 1-3 any one of them gaming audio processing methods, it is characterised in that:The echo interval time Including the first echo interval time and the second echo interval time.
5. gaming audio processing method according to claim 4, it is characterised in that:The first echo interval time and institute It is identical to state for the second echo interval time.
6. gaming audio processing method according to claim 5, which is characterized in that will be former according to the echo interval time Sound synthesizes target audio with corresponding echo:
According to the first echo interval time and the second echo interval time by primary sound, corresponding first echo and second Echo synthesizes target audio.
7. gaming audio processing method according to claim 6, which is characterized in that the method further includes:
Using the virtual objects towards direction as axis, the scene of game is divided into left half-court and right half-court;
If detecting that the sounding object is located at the left half-court, the primary sound is adjusted to L channel;
If detecting that the sounding object is located at the right half-court, the primary sound is adjusted to right channel.
8. gaming audio processing method according to claim 7, it is characterised in that:First echo and the primary sound Sound channel is on the contrary, second echo is identical as the sound channel of the primary sound.
9. according to claim 6-8 any one of them gaming audio processing methods, it is characterised in that:First echo and institute The second echo is stated by being obtained after doing audio adjustment to the primary sound.
10. gaming audio processing method according to claim 9, it is characterised in that:The audio adjustment includes that volume declines One or more of subtract, increase reverberation or extend last or end syllable.
11. a kind of gaming audio processing unit, which is characterized in that described device includes:
Audio time calculates module, for determining sound according to the sound source distance in scene of game between sounding object and virtual objects Frequency playing time and echo interval time;
Target audio control module, for primary sound to be synthesized target audio with corresponding echo according to the echo interval time, And play the target audio in the audio playing time.
12. gaming audio processing unit according to claim 11, which is characterized in that the audio time calculates module packet It includes:
Apart from interval determination unit, for according to sound source distance determine where the sounding object apart from section;
Audio time determination unit, for determining audio playing time and echo interval time apart from section according to described.
13. gaming audio processing unit according to claim 11, which is characterized in that the audio time calculates module packet It includes:
Echo condition judging unit, for judge the sound source in the scene of game between sounding object and the virtual objects away from From whether meet enable echo preset condition;
Audio time determination unit, for when the sound source distance meets the preset condition, really according to sound source distance Accordatura frequency playing time and echo interval time.
14. according to claim 11-13 any one of them gaming audio processing units, it is characterised in that:The echo interval Time includes the first echo interval time and the second echo interval time.
15. gaming audio processing unit according to claim 14, it is characterised in that:The first echo interval time and The second echo interval time is identical.
16. gaming audio processing unit according to claim 15, which is characterized in that the target audio control module packet It includes:
Target audio synthesis unit, being used for will be former according to the first echo interval time and the second echo interval time Sound, corresponding first echo synthesize target audio with the second echo.
17. gaming audio processing unit according to claim 16, which is characterized in that described device further includes:
Scene of game division module, is used for using the virtual objects towards direction as axis, and the scene of game is divided into left half Area and right half-court;
The target audio control module includes:
Audio track control unit, for when detecting that the sounding object is located at the left half-court, the primary sound to be adjusted To L channel, and when detecting that the sounding object is located at the right half-court, the primary sound is adjusted to right channel.
18. gaming audio processing unit according to claim 17, it is characterised in that:The audio track control unit is also For adjusting first echo to the sound channel opposite with the primary sound, and by second echo adjust to the original The identical sound channel of sound.
19. according to claim 16-18 any one of them gaming audio processing units, the target audio control module packet It includes:
Echo sound effect adjustment unit, for by obtaining first echo and described second after doing audio adjustment to the primary sound Echo.
20. gaming audio processing unit according to claim 19, it is characterised in that:The audio adjustment includes that volume declines One or more of subtract, increase reverberation or extend last or end syllable.
21. a kind of electronic equipment, which is characterized in that including:
Processor;And
Memory, the executable instruction for storing the processor;
Wherein, the processor is configured to carry out perform claim requirement 1-10 any one of them via the execution executable instruction Gaming audio processing method.
22. a kind of computer readable storage medium, is stored thereon with computer program, which is characterized in that the computer program Claim 1-10 any one of them gaming audio processing methods are realized when being executed by processor.
CN201810128495.4A 2018-02-08 2018-02-08 Game audio processing method and device, electronic equipment and storage medium Active CN108379842B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201810128495.4A CN108379842B (en) 2018-02-08 2018-02-08 Game audio processing method and device, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201810128495.4A CN108379842B (en) 2018-02-08 2018-02-08 Game audio processing method and device, electronic equipment and storage medium

Publications (2)

Publication Number Publication Date
CN108379842A true CN108379842A (en) 2018-08-10
CN108379842B CN108379842B (en) 2021-09-03

Family

ID=63074571

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201810128495.4A Active CN108379842B (en) 2018-02-08 2018-02-08 Game audio processing method and device, electronic equipment and storage medium

Country Status (1)

Country Link
CN (1) CN108379842B (en)

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109104687A (en) * 2018-09-25 2018-12-28 Oppo广东移动通信有限公司 Sound effect treatment method and Related product
CN112235693A (en) * 2020-11-04 2021-01-15 北京声智科技有限公司 Microphone signal processing method, device, equipment and computer readable storage medium
WO2022174673A1 (en) * 2021-02-22 2022-08-25 上海莉莉丝科技股份有限公司 Real-time audio processing method, system and device and medium
CN116212383A (en) * 2022-12-30 2023-06-06 北京心智互动科技有限公司 Game sound calling method, game sound calling device, electronic equipment and readable storage medium
CN116610282A (en) * 2023-07-18 2023-08-18 北京万物镜像数据服务有限公司 Data processing method and device and electronic equipment

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102527039A (en) * 2010-12-30 2012-07-04 德信互动科技(北京)有限公司 Sound effect control device and method
JP5486557B2 (en) * 2011-07-08 2014-05-07 株式会社スクウェア・エニックス Reverberation processing device
US20140307898A1 (en) * 2013-04-16 2014-10-16 Parametric Sound Corporation Video gaming system with ultrasonic speakers
US9786191B2 (en) * 2014-09-04 2017-10-10 The United States Of America, As Represented By The Secretary Of The Army Emission of a commencement sound and a conclusion sound
CN107281753A (en) * 2017-06-21 2017-10-24 网易(杭州)网络有限公司 Scene audio reverberation control method and device, storage medium and electronic equipment

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102527039A (en) * 2010-12-30 2012-07-04 德信互动科技(北京)有限公司 Sound effect control device and method
JP5486557B2 (en) * 2011-07-08 2014-05-07 株式会社スクウェア・エニックス Reverberation processing device
US20140307898A1 (en) * 2013-04-16 2014-10-16 Parametric Sound Corporation Video gaming system with ultrasonic speakers
US9786191B2 (en) * 2014-09-04 2017-10-10 The United States Of America, As Represented By The Secretary Of The Army Emission of a commencement sound and a conclusion sound
CN107281753A (en) * 2017-06-21 2017-10-24 网易(杭州)网络有限公司 Scene audio reverberation control method and device, storage medium and electronic equipment

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109104687A (en) * 2018-09-25 2018-12-28 Oppo广东移动通信有限公司 Sound effect treatment method and Related product
CN112235693A (en) * 2020-11-04 2021-01-15 北京声智科技有限公司 Microphone signal processing method, device, equipment and computer readable storage medium
WO2022174673A1 (en) * 2021-02-22 2022-08-25 上海莉莉丝科技股份有限公司 Real-time audio processing method, system and device and medium
CN116212383A (en) * 2022-12-30 2023-06-06 北京心智互动科技有限公司 Game sound calling method, game sound calling device, electronic equipment and readable storage medium
CN116212383B (en) * 2022-12-30 2023-09-19 北京心智互动科技有限公司 Game sound calling method, game sound calling device, electronic equipment and readable storage medium
CN116610282A (en) * 2023-07-18 2023-08-18 北京万物镜像数据服务有限公司 Data processing method and device and electronic equipment
CN116610282B (en) * 2023-07-18 2023-11-03 北京万物镜像数据服务有限公司 Data processing method and device and electronic equipment

Also Published As

Publication number Publication date
CN108379842B (en) 2021-09-03

Similar Documents

Publication Publication Date Title
US10952010B2 (en) Spatial audio for interactive audio environments
US7113610B1 (en) Virtual sound source positioning
US10911882B2 (en) Methods and systems for generating spatialized audio
CN108379842A (en) Gaming audio processing method, device, electronic equipment and storage medium
KR102609668B1 (en) Virtual, Augmented, and Mixed Reality
JP6461850B2 (en) Simulation system and program
US6259431B1 (en) Image processor, game machine, image display method, and recording medium
US7563168B2 (en) Audio effect rendering based on graphic polygons
CN111158459A (en) Application of geometric acoustics in immersive Virtual Reality (VR)
US20230245642A1 (en) Reverberation gain normalization
WO2019002909A1 (en) A method of providing to user an interactive music composition
JP2020031303A (en) Voice generating program and voice generating apparatus in virtual space
CN116390016A (en) Sound effect control method and device for virtual scene, computer equipment and storage medium
JP4789145B2 (en) Content reproduction apparatus and content reproduction program
CN112470218B (en) Low frequency inter-channel coherence control
CN115103292B (en) Audio processing method and device in virtual scene, electronic equipment and storage medium
WO2024189726A1 (en) Calibration device and calibration method
JP2024041359A (en) Game program and game device
Gutiérrez A et al. Audition
CN117205546A (en) Sound processing method and device for virtual scene, computer equipment and storage medium
KR20240132503A (en) Audio device and method of operation thereof
JP2024041357A (en) Game program and game device
O'Dwyer et al. A 16-Speaker 3D Audio-Visual Display Interface and Control System.
JP2017184173A (en) Simulation system and program
Holzkorn Not A Dance

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant