CN109173259B - Sound effect optimization method, device and equipment in game - Google Patents

Sound effect optimization method, device and equipment in game Download PDF

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Publication number
CN109173259B
CN109173259B CN201810781932.2A CN201810781932A CN109173259B CN 109173259 B CN109173259 B CN 109173259B CN 201810781932 A CN201810781932 A CN 201810781932A CN 109173259 B CN109173259 B CN 109173259B
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sound effect
sound
playing
sounding
sounding body
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CN109173259A (en
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钟日松
刘芳
王�忠
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Paishijue Virtual Reality Shenzhen Software Technology Co ltd
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Paishijue Virtual Reality Shenzhen Software Technology Co ltd
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    • 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
    • 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
    • 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
    • A63F2300/80Features 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
    • A63F2300/8082Virtual reality

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The sound effect optimization method in the game comprises the following steps: taking a set of sounding body types included in a current scene; determining a set of 3D sound effects corresponding to the set of the types of the sounding bodies according to the acquired set of the types of the sounding bodies; and playing the 3D sound effects corresponding to different sounding bodies in the 3D sound effect set according to a preset playing time point. The reality of scene audio can be guaranteed, and the playing quantity of 3D audio is effectively reduced, so that the consumption of system resources can be reduced, and the smoothness of game operation is improved.

Description

Sound effect optimization method, device and equipment in game
Technical Field
The application belongs to the field of audio playing, and particularly relates to a sound effect optimization method, device and equipment in a game.
Background
In order to enrich people's mental lives, game developers have developed a variety of games. In the game, through setting objects similar to the real scene, including simulating the appearance in the real scene or generating a sounding body capable of moving, the corresponding sound of the sounding body in the scene is played, so that a game player can obtain more real experience, and the player can get better relaxation.
In order to improve the reality of a scene, for example, in some VR games, 3D sound effects in the scene are often set. Although the reality of the scene can be effectively improved by playing the 3D sound effect, when the scene includes a large number of sound generating objects, for example, a plurality of sound generating objects, playing a large number of 3D sound effects at the same time can seriously consume system resources, possibly cause game stuttering, and affect the fluency of the game picture.
Disclosure of Invention
In view of this, embodiments of the present application provide a method, an apparatus, and a device for optimizing sound effects in a game, so as to solve the problem in the prior art that since a scene includes a plurality of sound generating objects, playing a plurality of 3D sound effects at the same time would seriously consume system resources, possibly cause a game jam, and affect the fluency of a game screen.
The first aspect of the embodiments of the present application provides a sound effect optimization method in a game, where the sound effect optimization method in the game includes:
acquiring a set of sounding body types included in a current scene;
determining a set of 3D sound effects corresponding to the set of the types of the sounding bodies according to the acquired set of the types of the sounding bodies;
and playing the 3D sound effects corresponding to different sounding bodies in the 3D sound effect set according to a preset playing time point.
With reference to the first aspect, in a first possible implementation manner of the first aspect, the method further includes:
if the first sounding body executes the sounding action, determining the distance between the position of the game role controlled by the user and the first sounding body;
and when the distance is smaller than a preset value, only playing the 2D sound effect corresponding to the first sounding body.
With reference to the first aspect, in a second possible implementation manner of the first aspect, the step of playing the 3D sound effects corresponding to different sound generators in the set of 3D sound effects includes:
acquiring a sounding body included in a current scene, and determining the distance between the sounding body executing a sounding action and a game role;
judging whether the sounding distance of the sounding body is larger than the distance between the sounding body and the game role or not;
and if the sounding distance of the sounding body is greater than the distance between the sounding body and the game role, playing the 3D sound effect corresponding to the type corresponding to the sounding body.
With reference to the first aspect, in a third possible implementation manner of the first aspect, the step of playing, according to a predetermined playing time point, the 3D sound effects corresponding to different sound generators in the set of 3D sound effects includes:
acquiring a first waiting time of a first type of sounding body and a playing time of a first 3D sound effect;
starting timing at the time point when the last 3D sound effect is played, and starting playing the first 3D sound effect after a first waiting time;
and when the playing time of the first 3D sound effect is the playing time length of the first 3D sound effect, determining that the time point is the time point when the playing of the first 3D sound effect is completed.
With reference to the third possible implementation manner of the first aspect, in a fourth possible implementation manner of the first aspect, the first waiting duration is randomly selected within a predetermined waiting duration range through a random function, and the playing duration of the first 3D sound effect is determined according to the selected sound source file of the 3D sound effect.
A second aspect of the embodiments of the present application provides an audio effect optimizing apparatus in a game, including:
a category set acquisition unit for acquiring a set of utterance body categories included in a current scene;
the sound effect set determining unit is used for determining a set of 3D sound effects corresponding to the set of the sound generating body types according to the acquired set of the sound generating body types;
and the sound effect selection unit is used for playing the 3D sound effects corresponding to different sound producing bodies in the 3D sound effect set according to a preset playing time point.
With reference to the second aspect, in a first possible implementation manner of the second aspect, the apparatus further includes:
the distance determining unit is used for determining the distance between the position of the game role controlled by the user and the first sounding body if the first sounding body executes the sounding action;
and the 2D sound effect playing unit is used for only playing the 2D sound effect corresponding to the first sounding body when the distance is smaller than a preset value.
With reference to the second aspect, in a second possible implementation manner of the second aspect, the category set obtaining unit includes:
the distance determining subunit is used for acquiring the sounding body included in the current scene and determining the distance between the sounding body executing the sounding action and the game role;
the distance judging subunit is used for judging whether the sounding distance of the sounding body is larger than the distance between the sounding body and the game role or not;
and the sound effect selection subunit is used for playing the 3D sound effect corresponding to the type corresponding to the sound generating body if the sound generating distance of the sound generating body is greater than the distance between the sound generating body and the game role.
A third aspect of embodiments of the present application provides a game device, comprising a memory, a processor and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the sound effect optimization method in the game according to any one of the first aspect when executing the computer program.
A fourth aspect of embodiments of the present application provides a computer-readable storage medium storing a computer program which, when executed by a processor, implements the steps of the sound effect optimization method in a game according to any one of the first aspects.
Compared with the prior art, the embodiment of the application has the advantages that: through the set that acquires the sounding body kind in the scene, and confirm the set of the 3D audio that the set of sounding body kind corresponds according to predetermined broadcast time point, selects the 3D audio that one kind or more sounding bodies correspond in the set of 3D audio and plays to when can ensure the authenticity of scene audio, the broadcast quantity of effectual reduction 3D audio, thereby can reduce the consumption of system resource, improve the smoothness nature of game operation.
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In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the embodiments or the prior art descriptions will be briefly described below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive exercise.
FIG. 1 is a schematic diagram illustrating an implementation process of a sound effect optimization method in a game according to an embodiment of the present application;
fig. 2 is a schematic flowchart of an implementation of a method for acquiring a type of an utterance object included in a current scene according to an embodiment of the present application;
fig. 3 is a schematic view illustrating an implementation process for playing a 3D sound effect according to an embodiment of the present application;
FIG. 4 is a schematic flow chart of an implementation of a sound effect optimization method in a game according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of an audio effect optimization apparatus in a game according to an embodiment of the present disclosure;
fig. 6 is a schematic diagram of a game device provided in an embodiment of the present application.
Detailed Description
In the following description, for purposes of explanation and not limitation, specific details are set forth, such as particular system structures, techniques, etc. in order to provide a thorough understanding of the embodiments of the present application. It will be apparent, however, to one skilled in the art that the present application may be practiced in other embodiments that depart from these specific details. In other instances, detailed descriptions of well-known systems, devices, circuits, and methods are omitted so as not to obscure the description of the present application with unnecessary detail.
In order to explain the technical solution described in the present application, the following description will be given by way of specific examples.
Fig. 1 is a schematic flow chart illustrating an implementation process of a sound effect optimization method in a game according to an embodiment of the present application, which is detailed as follows:
in step S101, a set of utterance body types included in a current scene is acquired;
specifically, the sounding body may include birds, beasts, people, automobiles, robots, or may also include other objects in the natural world, and the sounding sound may include roar, footstep, eating sound, water flow sound, running sound, collision sound, and the like. The current scene may be a scene where a character in the game is located, or when there is no character in the game, the current scene may be picture content presented by a screen.
The set of sound generating body types can determine the sound generating body types in the game scene according to the attribute types of the sound generating bodies in the game scene. For example, the utterance class included in the determined scene may include: cattle, sheep, horses, chickens, ducks, etc. Of course, in an alternative embodiment, the types of the sounding bodies may be further divided, for example, the chickens may include cocks, hens, chicks, and the like.
To further optimize the obtained set of utterance classes, as shown in fig. 2, the following steps may be included:
in step S201, a sound generating body included in a current scene is acquired, and a distance between the sound generating body performing a sound generating action and a game character is determined;
specifically, for a scene in which a game character exists, the position of the sounding body in the scene may be acquired according to the setting of the scene map, and the distance between the position of the game character and the sounding body in the game may be calculated according to the position of the game character and the position of the sounding body.
The sounding action can comprise sounding body roar, wing flapping, earthquake sound when the giant sounding body walks and the like.
For convenience of calculation, the activity range of each sounding body in the game scene can be set, the activity central point of each sounding body can be determined according to the activity range, and the distance can be determined according to the real-time position of the game role and the activity central point. When the character moves, the distance between the character and the sounding body may be determined according to the moving speed and the moving direction.
In step S202, it is determined whether the sound emission distance of the sound emission body is greater than the distance between the sound emission body and the game character;
since the magnitude of the roar sounds of different sounding bodies may be different, the distance traveled by the roar sounds of the sounding bodies may also be different. And according to the characteristics of roar of different sounding bodies, predetermining the sounding distance corresponding to the sounding body. For example, the sound distance of a wolf is 100 meters, and the sound distance of a tiger is 80 meters.
After the distance between the sounding body and the game character is determined, the sounding distance can be compared with the distance between the game character and the sounding body, and whether the game character can hear the roar of the sounding body is determined.
In step S203, if the sounding distance of the sounding body is greater than the distance between the sounding body and the game character, the 3D sound effect corresponding to the type corresponding to the sounding body is played.
If the sounding body is positioned at a distance greater than the distance between the sounding body and the game character, this means that when the sounding body roars, the game character may hear the roar of the sounding body.
And comparing the distance between the searched sounding body and the game role and the sounding distance of the sounding body, and determining the 3D sound effect which needs to be played currently.
In step S102, according to the acquired set of utterance body types, determining a set of 3D sound effects corresponding to the set of utterance body types;
in the setting development process, each sounding body is set with a corresponding 3D sound effect. According to the set of sound generation body types determined in step S101, a set of 3D sound effects can be generated accordingly.
For example, the sounding body type "ox" corresponds to a 3D bod, the sounding body tiger corresponds to a 3D tiger, and a set of 3D sound effects is generated by searching for a 3D sound effect corresponding to each type in the set of sounding body types.
The 3D sound effect set is updated in real time according to the sound generating body type set, so that the change requirements of different scenes are effectively met.
In step S103, according to a predetermined playing time point, playing the 3D sound effects corresponding to different sound producing bodies in the set of 3D sound effects.
Specifically, different types of sound producing bodies correspond to different 3D sound effects, the 3D sound effect of one sound producing body can be played at the same time, the 3D sound effects of a plurality of types of sound producing bodies can also be played simultaneously, and therefore the sound effects of the plurality of sound producing bodies can be heard simultaneously. In addition, each sounding body may correspond to a plurality of 3D sound effects, and the plurality of 3D sound effects may be played in combination according to the needs of the actual scene, for example, the 3D sound effect of the sounding body a includes walking footstep sound, roar sound, wing flapping sound, and eating sound. One or more 3D sound effect combination vocalizations can be selected according to actions occurring in the current scene.
The playing time point may be a time point randomly selected within a predetermined time range after the last playing of each sound effect is completed, or may be a time point determined after a predetermined time period after the last playing is completed.
Specifically, the process of playing the 3D sound effect may include, as shown in fig. 3:
in step S301, a first waiting time of the first type sounding body and a playing time of the first 3D sound effect are obtained;
in this application, to the sound production body of every kind, be provided with corresponding wait for time length and play duration respectively, consequently, can be at the same time, play multiple different 3D audio for the scene is more true.
The first waiting duration may be preset, or a duration may be randomly selected as the first waiting duration within a predetermined duration range through a random function.
Because the roaring modes of different types of sounding bodies correspond to different time lengths, for example, the bird sounds are short, and the time for the wolf to finish one roaring is long, the roaring time lengths corresponding to different types of roarings can be preset. When playing the 3D sound effect for the first time, the playing time of the first 3D sound effect can be correspondingly determined according to the type of the sounding body.
In step S302, timing is started at a time point when the last 3D sound effect is played, and after a first waiting time period, the first 3D sound effect starts to be played;
before the first 3D sound effect is played, the time point of the last 3D sound effect playing completion is determined. And timing can be carried out according to the time point, and the first 3D sound effect starts to be played after a first waiting time. The first 3D sound effect may be randomly selected among a set of 3D sound effects.
In step S303, when the playing time of the first 3D sound effect is the playing duration of the first 3D sound effect, it is determined that the time point is the time point at which the playing of the first 3D sound effect is completed.
When the first 3D sound effect is played and the playing time length reaches the playing time length of the first 3D sound effect, the fact that the playing of the first 3D sound effect is completed is expressed, and the time point is marked as the time point of the playing completion of the first 3D sound effect. Timing can be performed according to the time point so as to play the next 3D sound effect.
Fig. 4 is a schematic flow chart illustrating an implementation process of a sound effect optimization method in a game according to an embodiment of the present application, which is detailed as follows:
in step S401, a set of utterance body types included in a current scene is acquired;
in step S402, according to the acquired set of utterance body types, determining a set of 3D sound effects corresponding to the set of utterance body types;
in step S403, according to a predetermined playing time point, playing the 3D sound effects corresponding to different sound producing entities in the set of 3D sound effects;
steps S401-S403 are substantially the same as steps S101-S103 in fig. 1.
In step S404, if the first sounding body performs a sounding action, determining a distance between the position of the game character controlled by the user and the first sounding body;
on the basis of fig. 1, if the first sounding body (which may be any sounding body) performs a roaring action, the distance between the game character and the first sounding body may be further detected. The first sounding body is any sounding body in a game scene.
In step S405, when the distance is smaller than a preset value, only the 2D sound effect corresponding to the first sounding body is played.
When the distance between any sounding body and the game role in the game scene is smaller than a preset value, the 3D sound effect can be stopped being played, and only the 2D sound effect corresponding to the first sounding body is played. Because the distance between the first sounding body and the game role is smaller than the preset value, the game role can clearly hear the roar of the first sounding body, therefore, the playing of the 3D sound effect can be closed, namely, the system resources can be saved, and the scene reality can be kept.
It should be understood that, the sequence numbers of the steps in the foregoing embodiments do not imply an execution sequence, and the execution sequence of each process should be determined by its function and inherent logic, and should not constitute any limitation to the implementation process of the embodiments of the present application.
Fig. 5 is a schematic structural diagram of a sound effect optimizing device in a game according to an embodiment of the present application, which is detailed as follows:
the sound effect optimizing device in the game comprises:
a category set acquiring unit 501, configured to acquire a set of utterance body categories included in a current scene;
a sound effect set determining unit 502, configured to determine, according to the acquired set of types of sound generating bodies, a set of 3D sound effects corresponding to the set of types of sound generating bodies;
and a sound effect selection unit 503, configured to play, according to a predetermined play time point, the 3D sound effects corresponding to different sound producing bodies in the set of 3D sound effects.
Preferably, the apparatus further comprises:
the distance determining unit is used for determining the distance between the position of the game role controlled by the user and the first sounding body if the first sounding body executes the sounding action;
and the 2D sound effect playing unit is used for only playing the 2D sound effect corresponding to the first sounding body when the distance is smaller than a preset value.
Preferably, the category set acquisition unit includes:
the distance determining subunit is used for acquiring the sounding body included in the current scene and determining the distance between the sounding body executing the sounding action and the game role;
the distance judging subunit is used for judging whether the sounding distance of the sounding body is larger than the distance between the sounding body and the game role or not;
and the playing subunit is used for playing the 3D sound effect corresponding to the type corresponding to the sounding body if the sounding distance of the sounding body is greater than the distance between the sounding body and the game role.
The sound effect optimizing apparatus in the game shown in fig. 5 corresponds to the sound effect optimizing method in the game shown in fig. 1.
Fig. 6 is a schematic diagram of a game device provided in an embodiment of the present application. As shown in fig. 6, game device 6 of this embodiment includes: a processor 60, a memory 61 and a computer program 62 stored in said memory 61 and executable on said processor 60, such as a sound effect optimization program in a game. The processor 60, when executing the computer program 62, implements the steps of the sound effect optimization method embodiments in the respective games, such as the steps 101 to 103 shown in fig. 1. Alternatively, the processor 60, when executing the computer program 62, implements the functions of each module/unit in the above-mentioned device embodiments, for example, the functions of the modules 501 to 503 shown in fig. 5.
Illustratively, the computer program 62 may be partitioned into one or more modules/units that are stored in the memory 61 and executed by the processor 60 to accomplish the present application. The one or more modules/units may be a series of computer program instruction segments capable of performing specific functions, which are used to describe the execution of the computer program 62 in the game device 6. For example, the computer program 62 may be divided into a category set acquisition unit, a sound effect set determination unit, and a sound effect selection unit, and the specific functions of each unit are as follows:
a category set acquisition unit for acquiring a set of utterance body categories included in a current scene;
the sound effect set determining unit is used for determining a set of 3D sound effects corresponding to the set of the sound generating body types according to the acquired set of the sound generating body types;
and the sound effect selection unit is used for playing the 3D sound effects corresponding to different sound producing bodies in the 3D sound effect set according to a preset playing time point.
The game device 6 may be a desktop computer, a notebook, a palm computer, a cloud server, or other computing device. The gaming device may include, but is not limited to, a processor 60, a memory 61. Those skilled in the art will appreciate that fig. 6 is merely an example of gaming device 6 and does not constitute a limitation of gaming device 6 and may include more or fewer components than shown, or some components in combination, or different components, e.g., the gaming device may also include input-output devices, network access devices, buses, etc.
The Processor 60 may be a Central Processing Unit (CPU), other general purpose Processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), an off-the-shelf Programmable Gate Array (FPGA) or other Programmable logic device, discrete Gate or transistor logic, discrete hardware components, etc. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
The memory 61 may be an internal storage unit of the game device 6, such as a hard disk or a memory of the game device 6. The memory 61 may also be an external storage device of the game device 6, such as a plug-in hard disk provided on the game device 6, a Smart Media Card (SMC), a Secure Digital (SD) Card, a Flash memory Card (Flash Card), and the like. Further, the memory 61 may also include both an internal storage unit of the game device 6 and an external storage device. The memory 61 is used to store the computer program and other programs and data required by the game device. The memory 61 may also be used to temporarily store data that has been output or is to be output.
It will be apparent to those skilled in the art that, for convenience and brevity of description, only the above-mentioned division of the functional units and modules is illustrated, and in practical applications, the above-mentioned function distribution may be performed by different functional units and modules according to needs, that is, the internal structure of the apparatus is divided into different functional units or modules to perform all or part of the above-mentioned functions. Each functional unit and module in the embodiments may be integrated in one processing unit, or each unit may exist alone physically, or two or more units are integrated in one unit, and the integrated unit may be implemented in a form of hardware, or in a form of software functional unit. In addition, specific names of the functional units and modules are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the present application. The specific working processes of the units and modules in the system may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the above embodiments, the descriptions of the respective embodiments have respective emphasis, and reference may be made to the related descriptions of other embodiments for parts that are not described or illustrated in a certain embodiment.
Those of ordinary skill in the art will appreciate that the various illustrative elements and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware or combinations of computer software and electronic hardware. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the implementation. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present application.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus/terminal device and method may be implemented in other ways. For example, the above-described embodiments of the apparatus/terminal device are merely illustrative, and for example, the division of the modules or units is only one logical division, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated modules/units, if implemented in the form of software functional units and sold or used as separate products, may be stored in a computer readable storage medium. Based on such understanding, all or part of the flow in the method of the embodiments described above can be realized by a computer program, which can be stored in a computer-readable storage medium and can realize the steps of the embodiments of the methods described above when the computer program is executed by a processor. . Wherein the computer program comprises computer program code, which may be in the form of source code, object code, an executable file or some intermediate form, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, usb disk, removable hard disk, magnetic disk, optical disk, computer Memory, Read-Only Memory (ROM), Random Access Memory (RAM), electrical carrier wave signals, telecommunications signals, software distribution medium, and the like. It should be noted that the computer readable medium may contain other components which may be suitably increased or decreased as required by legislation and patent practice in jurisdictions, for example, in some jurisdictions, computer readable media which may not include electrical carrier signals and telecommunications signals in accordance with legislation and patent practice.
The above-mentioned embodiments are only used for illustrating the technical solutions of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; such modifications and substitutions do not substantially depart from the spirit and scope of the embodiments of the present application and are intended to be included within the scope of the present application.

Claims (9)

1. A sound effect optimization method in a game is characterized by comprising the following steps:
acquiring a set of sounding body types included in a current scene;
determining a set of 3D sound effects corresponding to the set of the types of the sounding bodies according to the acquired set of the types of the sounding bodies;
playing the 3D sound effects corresponding to different sound producing bodies in the set of the 3D sound effects according to a preset playing time point;
for each kind of sounding body, corresponding waiting time and playing time are set respectively, and according to a preset playing time point, the step of playing the 3D sound effect corresponding to the different kinds of sounding bodies in the set of the 3D sound effect comprises the following steps:
acquiring a first waiting time of a first type of sounding body and a playing time of a first 3D sound effect;
starting timing at the time point when the last 3D sound effect is played, and starting playing the first 3D sound effect after a first waiting time;
and when the playing time of the first 3D sound effect reaches the playing time length of the first 3D sound effect, determining that the time point is the time point when the playing of the first 3D sound effect is completed.
2. The in-game sound effect optimization method according to claim 1, further comprising:
if the first sounding body executes the sounding action, determining the distance between the position of the game role controlled by the user and the first sounding body;
and when the distance is smaller than a preset value, only playing the 2D sound effect corresponding to the first sounding body.
3. The in-game sound effect optimization method according to claim 1, wherein the step of playing the 3D sound effects corresponding to different sound generators in the set of 3D sound effects comprises:
acquiring a sounding body included in a current scene, and determining the distance between the sounding body executing a sounding action and a game role;
judging whether the sounding distance of the sounding body is larger than the distance between the sounding body and the game role or not;
and if the sounding distance of the sounding body is greater than the distance between the sounding body and the game role, playing the 3D sound effect corresponding to the type corresponding to the sounding body.
4. The in-game sound-effect optimization method according to claim 1, wherein the first waiting time is randomly selected within a predetermined waiting time range by a random function, and the playing time of the first 3D sound effect is determined according to the selected sound source file of the 3D sound effect.
5. An in-game sound effect optimizing apparatus, comprising:
a category set acquisition unit for acquiring a set of utterance body categories included in a current scene;
the sound effect set determining unit is used for determining a set of 3D sound effects corresponding to the set of the sound generating body types according to the acquired set of the sound generating body types;
the sound effect selection unit is used for playing the 3D sound effects corresponding to different sound producing bodies in the 3D sound effect set according to a preset playing time point;
to each kind of sound generating body, be provided with corresponding wait duration and length of time of broadcast respectively, the audio selection unit includes:
the playing time obtaining subunit is used for obtaining a first waiting time of the first type of sounding body and a playing time of the first 3D sound effect;
the first 3D sound effect playing subunit is used for starting timing at the time point when the last 3D sound effect playing is finished and starting playing the first 3D sound effect after the first waiting time;
and the play completion determining subunit is used for determining that the time point is the time point of the completion of the play of the first 3D sound effect when the play time of the first 3D sound effect reaches the play time length of the first 3D sound effect.
6. The in-game sound effect optimizing apparatus according to claim 5, wherein said apparatus further comprises:
the distance determining unit is used for determining the distance between the position of the game role controlled by the user and the first sounding body if the first sounding body executes the sounding action;
and the 2D sound effect playing unit is used for only playing the 2D sound effect corresponding to the first sounding body when the distance is smaller than a preset value.
7. The in-game sound effect optimizing apparatus according to claim 5, wherein the sound effect selecting subunit comprises:
the distance determining subunit is used for acquiring the sounding body included in the current scene and determining the distance between the sounding body executing the sounding action and the game role;
the distance judging subunit is used for judging whether the sounding distance of the sounding body is larger than the distance between the sounding body and the game role or not;
and the playing subunit is used for playing the 3D sound effect corresponding to the type corresponding to the sounding body if the sounding distance of the sounding body is greater than the distance between the sounding body and the game role.
8. A gaming device comprising a memory, a processor and a computer program stored in said memory and executable on said processor, characterized in that said processor, when executing said computer program, carries out the steps of a sound-effect optimization method in a game according to any one of claims 1 to 4.
9. A computer-readable storage medium, in which a computer program is stored, which, when being executed by a processor, carries out the steps of a method for sound effect optimization in a game according to any one of claims 1 to 4.
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