CN109794063A - A kind of method of audio customized recording and broadcasting - Google Patents
A kind of method of audio customized recording and broadcasting Download PDFInfo
- Publication number
- CN109794063A CN109794063A CN201811580267.7A CN201811580267A CN109794063A CN 109794063 A CN109794063 A CN 109794063A CN 201811580267 A CN201811580267 A CN 201811580267A CN 109794063 A CN109794063 A CN 109794063A
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- audio
- recording
- play
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- broadcasting
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Abstract
A kind of method of audio customized recording and broadcasting, comprising the following steps: recording access is called to start to record;It will be in audio filling the first recording buffer;When filling up the first recording buffer, automatic the second recording of filling buffer, and trigger recording readjustment;Setting records call back function and disk is written in voice data stream;The first recording buffer is reentered into recording buffering queue;The audio data is read into the first play-out buffer, after filling up and puts it into play buffering queue;Receive the instruction for playing the audio;It extracts the audio data in the first broadcasting buffer and starts to play;Triggering plays readjustment when first play-out buffer finishes playing, and starts to play the audio data in the second play-out buffer;First play-out buffer continues to read the audio data in the disk, and is reentered into play buffering queue.Method of the invention, customized audio can be heard simultaneously by discharging technical ability in scene of game, improve personal experience.
Description
Technical field
The present invention relates to game engine technical fields, more particularly to a kind of method of audio customized recording and broadcasting.
Background technique
In RPG(Role-playing game) in role playing game, by one or several angles in player's game for play
Color, there is complete plot, and the core of role playing game is to play the part of.In game play, player's role is one
It is movable in a realistic or virtual world, enable institute's figure develop by some action under a structuring rule.Player
Success in this process and the formal system for unsuccessfully depending on a rule or course of action.
In " wild good mind: destiny ", by the excellent perfect deduction of animation original class sound, player is manipulating the personality feature of game role
While oneself favorite role, moreover it is possible to which animation sound is excellent known to hearing dubs, and game experiencing is allowed more to substitute into sense.
In this context, in order to more emphasize development of action and personal experience, we increase war on game experiencing
Struggle against the customized voice recording function of technical ability audio, and in gaming, card is bound with technical ability, in original card, discharges skill
Can have default system from the audio (the excellent recording technical ability audio of sound) set.Player is in game process, if it is desired in release technical ability
While can hear the audio oneself matched to technical ability, then different audios can be recorded to different cards at card interface,
For shielding harness from setting the excellent audio of sound, customized audio can be heard simultaneously by discharging technical ability in scene of game, not only player from
Oneself can hear that nearby player can also hear the customized audio of technical ability in fight.
Summary of the invention
In order to solve the shortcomings of the prior art, the purpose of the present invention is to provide a kind of customized recording of audio and broadcast
The method put can hear customized audio while discharging technical ability in scene of game.
To achieve the above object, the method for audio provided by the invention customized recording and broadcasting, comprising:
1) recording access is called to start to record;
It 2) will be in audio filling the first recording buffer;
3) when filling up the first recording buffer, automatic the second recording of filling buffer, and trigger recording readjustment;
4) setting records call back function and disk is written in voice data stream;
5) the first recording buffer is reentered into recording buffering queue;
6) audio data is read into the first play-out buffer, after filling up and puts it into play buffering queue;
7) instruction for playing the audio is received;
8) it extracts the audio data in the first broadcasting buffer and starts to play;
9) triggering plays readjustment when first play-out buffer finishes playing, and starts to play the audio in the second play-out buffer
Data;
10) first play-out buffer continues to read the audio data in the disk, and is reentered into play buffering queue.
Further, including, after the completion of audio recording, by audio files storage to audio server, and the sound is returned to
The URL character string of frequency file.
Further, including, by the URL character string and object binding is played, institute is downloaded by the URL character string
Audio data is stated, and is played out by the broadcasting object.
To achieve the above object, the present invention also provides a kind of computer readable storage mediums, are stored thereon with computer and refer to
It enables, the computer instruction executes the method and step of audio as described above customized recording and broadcasting when running.
To achieve the above object, described to deposit the present invention also provides a kind of gaming terminal device, including memory and processor
The computer instruction run on the processor is stored on reservoir, the processor executes when running the computer instruction
The method and step of audio as described above customized recording and broadcasting.
The method of a kind of audio of the invention customized recording and broadcasting, has the advantages that
1) shielding harness is from the excellent audio of sound is set, and technical ability is discharged in scene of game can hear customized audio simultaneously, not only
Player oneself can hear that nearby player can also hear the customized audio of technical ability in fight.
2) it highlights development of action and improves personal experience.
Other features and advantages of the present invention will be illustrated in the following description, also, partly becomes from specification
It obtains it is clear that understand through the implementation of the invention.
Detailed description of the invention
Attached drawing is used to provide further understanding of the present invention, and constitutes part of specification, and with it is of the invention
Embodiment together, is used to explain the present invention, and is not construed as limiting the invention.In the accompanying drawings:
Fig. 1 is the method flow diagram of audio according to the present invention customized recording and broadcasting;
Fig. 2 is the customized recording of the audio according to the present invention based on ios platform and playback method flow diagram;
Fig. 3 is the customized method for recording step schematic diagram of audio according to the present invention;
Fig. 4 is the customized playback method step schematic diagram of audio according to the present invention;
Fig. 5 is one schematic diagram of embodiment of the method for audio according to the present invention customized recording and broadcasting.
Specific embodiment
Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings, it should be understood that preferred reality described herein
Apply example only for the purpose of illustrating and explaining the present invention and is not intended to limit the present invention.
Fig. 1 is a kind of method flow diagram of audio according to the present invention customized recording and broadcasting, below with reference to Fig. 1,
The customized recording of audio of the invention and playback method are described in detail.
Firstly, calling recording access to start to record in step 101.In the step, long-pressing record button starts to record, record
Tone SDK interface.
It, will be in audio filling the first recording buffer in step 102.In the step, the audio data of recording is inserted slow
Rush first recording buffer in queue.
In step 103, when filling up the first recording buffer, automatic the second recording of filling buffer, and trigger recording readjustment.
In the step, when the first recording buffer in queue fills up, next recording buffer can be filled automatically.At this point, can touch
Send back to tune.
In step 104, setting records call back function and disk is written in voice data stream.In the step, need to be arranged readjustment
Function [A1], is written disk for voice data stream.
In step 105, setting records call back function and the first recording buffer is reentered into recording buffering queue simultaneously
Step 103 is repeated, in the step, needs that the buffer is reentered into buffering queue in call back function, to reuse
The buffer.
In step 106, the audio data is read into the first play-out buffer, fill up the first play-out buffer and is incited somebody to action
First play-out buffer is put into play buffering queue.In the step, audio is read into buffer.Once filling full one
A buffer will enter buffer queue, be now in armed state.
In step 107, the instruction for playing the audio is received.In the step, application command issues instruction, it is desirable that
Audio queue starts to play.
In step 108, it extracts the audio data in the first broadcasting buffer and starts to play.In the step, sound
Frequently can fetch evidence from first broadcasting buffer, and start to play.
In step 109, triggering plays readjustment when first play-out buffer finishes playing, and starts to play the second broadcasting
Audio data in buffer.In the step, once finishing playing, readjustment will be triggered, and start to play it is next play it is slow
Content in storage.
In step 110, first play-out buffer continues to read the audio data in the disk, and is reentered into
Play buffering queue repeats step 108.It needs to take subsequent audio data to the buffer in the step, in readjustment, then weigh
Newly it is put into buffer queue.Repeat step 108.
Preferably, after the completion of the audio recording, by the audio files storage to audio server, and audio is returned to
URL character string.In the step, recording in game logic with broadcasting is not to carry out simultaneously, if what is played is in fight
Network audio, can be since network be bad or other factors, and causing to play has delay, this can make the experience of game have a greatly reduced quality.
The audio of recording, there are audio servers in this way, then fight every time into copy, downloading complete audio data to mobile phone disk,
The technical ability audio data that can guarantee to fight every time is all real-time.
Preferably, the URL character string and audio object are bound, the audio number is downloaded by the URL character string
According to, and played out by the audio object.In the step, the card in character string URL and game can be bound, next time
Downloading is played to inquire by the URL character string.When entering copy fight, into copy before card will be bound with troop owner
The customized audio of board passes through the locally downloading disk of URL character string, and technical ability is discharged in fight, plays audio.
Preferably, the present invention also provides a kind of computer readable storage mediums, are stored thereon with computer instruction, the meter
The method and step of audio as described above customized recording and broadcasting is executed when the instruction operation of calculation machine.
Preferably, it the present invention also provides a kind of gaming terminal device, including memory and processor, is stored up on the memory
There is the computer instruction run on the processor, the processor executes when running the computer instruction such as institute above
The method and step of the audio stated customized recording and broadcasting.
Embodiment:
In this embodiment, the customized recording of audio of the invention and playback method are introduced by taking iOS platform as an example.
Fig. 2 is the customized recording of the audio according to the present invention based on ios platform and playback method flow diagram, is such as schemed
Shown in 2, whole process is substantially to be completed by SDK, and the recording of audio, the broadcasting of audio are mainly completed in SDK, and audio is deposited
The download function of storage and audio, the function that the recording of audio mainly uses iOS AVAudio API to encapsulate with broadcasting, under
Face parses realization principle.
It to be played in iOS device and recording audio, apple recommends us to use in AVFoundation frame
AVAudioPlayer and AVAudioRecorder class.Although usage is fairly simple, streaming is not supported, it means that
Before playing audio, it is necessary to after the completion of the load of entire audio, could start to play audio, when recording, it is also necessary to Deng Daolu
After sound, recording data can be just got, this just causes significant limitation to application.In order to solve this problem, it just needs
It to be played using Audio Queue Services and recording audio, in order to simplify the processing of audio file, there is also the need to
Use Adudio File Services.We learn about that the groundwork of AudioQueue Service is former before the use
Reason.
Fig. 3 is the customized method for recording step schematic diagram of audio according to the present invention.As shown in figure 3, a Recording
Audio Queue, Buffer Queue (buffering queue) and a Callback including Buffer (buffer) composition
(readjustment), working principle: input, comprising:
1, audio is inserted in first buffer;
2, when first buffer in queue fills up, next buffer can be filled automatically.At this point, readjustment can be triggered;
3, it needs voice data stream disk is written in call back function;
4, it then, needs that the buffer is reentered into buffering queue in call back function, to reuse the buffer.Weight
Multiple step 2.
Fig. 4 is the customized playback method step schematic diagram of audio according to the present invention.As shown in figure 4, its structure and recording
Audio queue is almost the same, only adjusts back opportunity difference, and workflow slightly has difference.Playing flow: output, comprising:
1. audio is read into buffer.Once filling a full buffer, buffer queue will be entered, be now in
Life state.
2. application command issues instruction, it is desirable that audio queue starts to play.
The evidence 3. audio can fetch from first buffer, and start to play.
4. once finishing playing, readjustment will be triggered, and starts to play the content in next buffer.
5. needing to take subsequent audio data to the buffer in readjustment, then it is reentered into buffer queue.It repeats to walk
Rapid 3.
Fig. 5 is one schematic diagram of embodiment of the method for audio according to the present invention customized recording and broadcasting.In game logic
Layer, card interface starts to record as shown in figure 5, long-pressing record button
SDK interface is called in recording
virtual bool IO_AudioMsgStartRecord(bool bSenderSidetoText) = 0;//
Speech message: start recording increase SenderSidetoText indicate whether sender carry out voice turn text, receiving
When evt_audiomsg_recordsucceed, call IO_GetSpeechText () that the text results to take a turn for the better can be got.
Stop recording and call SDK interface:
virtual bool IO_AudioMsgStopRecord(bool bCancel = false, int
savetype = save_temp) = 0;// speech message: bCancel=false then uploads recording, bCancel=true then
Cancel recording,
Recording logical code:
bool SnailVoiceManager::StartAudioRecord( int channelType,const char*
szUserData )
{
if (IsAudioRecording())
{
return false;
}
if (IsAudioPlaying())
{
StopAudioPlay();
}
SnailVoiceRoom* pRoom = GetSnailVoiceRoom(channelType);
if (!pRoom)
{
return false;
}
isnail_audio_client* pAudioClient = pRoom->GetSDKAudoClient();
if (!pAudioClient)
{
return false;
}
m_iRecordingChannel = channelType;
m_iAudioRecordStatus = eAudioRecordStatus_Ing;
// lower user's extension information is updated here, it is not saved in also in the object of sdk, recording success is waited to update sdk again
In
if (NULL != szUserData)
{
pRoom->SetUserData(szUserData);
}
//return pAudioClient->IO_AudioMsgStartRecord();
return pAudioClient->IO_AudioMsgStartRecord(true);
}
It records after completing, by audio files storage to audio server, after success, returns to audio URL character string, the character
String is bound with card, and next time plays downloading and inquired by the URL character string.When entering copy fight, into copy before by team
The customized audio of card is bound with 5 owners passes through the locally downloading disk of URL character string.Technical ability is discharged in fight, is played
Audio plays as follows with downloading relevant interface:
virtual bool IO_DownLoadAudioMessage(const char* content) = 0;// disappear
Cease locally downloading, do not play, behind IO_AudioMsgStartRecord can be called directly to be played out.
virtual bool IO_AudioMsgStartPlay(const char* content) = 0; //
Speech message: starting to play, and content indicates the address speech message URL
virtual void IO_AudioMsgStopPlay() = 0;// speech message: stop playing
Downloading logic is accomplished by
bool SnailVoiceManager::DownLoadAudioMsg(int channelType, const char*
content)
{
SnailVoiceRoom* pRoom = GetSnailVoiceRoom(channelType);
if (!pRoom)
{
return false;
}
isnail_audio_client* pAudioClient = pRoom->GetSDKAudioClient();
if (!pAudioClient)
{
return false;
}
return pAudioClient->IO_DownLoadAudioMessage(content);
}
It is as follows to play related realization:
bool SnailVoiceManager::StartAudioPlay( int channelType,const char*
content)
{
if (IsAudioPlaying())
{
StopAudioPlay();
}
if (IsAudioRecording()) {
StopAudioRecord(true);
}
isnail_audio_client* pAudioClient = GetSDKAudoClient(channelType);
if (!pAudioClient)
{
return false;
}
m_iPlayingChannel = channelType;
m_iAudioPlayStatus = eAudioPlayStatus_Ing;
return pAudioClient->IO_AudioMsgStartPlay(content);
}
Those of ordinary skill in the art will appreciate that: the foregoing is only a preferred embodiment of the present invention, is not used to limit
The system present invention, although the present invention is described in detail referring to the foregoing embodiments, for those skilled in the art,
Its technical solution that can still record to foregoing embodiments is modified, or is equal to part of technical characteristic
Replacement.All within the spirits and principles of the present invention, any modification, equivalent replacement, improvement and so on should be included in this hair
Within bright protection scope.
Claims (5)
1. a kind of method of audio customized recording and broadcasting, comprising the following steps:
1) recording access is called to start to record;
It 2) will be in audio filling the first recording buffer;
3) when filling up the first recording buffer, automatic the second recording of filling buffer, and trigger recording readjustment;
4) setting records call back function and disk is written in voice data stream;
5) the first recording buffer is reentered into recording buffering queue;
6) audio data is read into the first play-out buffer, after filling up and puts it into play buffering queue;
7) instruction for playing the audio is received;
8) it extracts the audio data in the first broadcasting buffer and starts to play;
9) triggering plays readjustment when first play-out buffer finishes playing, and starts to play the audio in the second play-out buffer
Data;
10) first play-out buffer continues to read the audio data in the disk, and is reentered into play buffering queue.
2. a kind of method of audio customized recording and broadcasting according to claim 1, which is characterized in that further packet
It includes, after the completion of audio recording, by audio files storage to audio server, and returns to the URL character string of the audio file.
3. a kind of method of audio customized recording and broadcasting according to claim 1, which is characterized in that further packet
It includes, by the URL character string and plays object binding, the audio data is downloaded by the URL character string, and by described
Object is played to play out.
4. a kind of computer readable storage medium, is stored thereon with computer instruction, which is characterized in that the computer instruction fortune
Perform claim requires the method and step of 1 to 3 described in any item audio customized recordings and broadcasting when row.
5. a kind of gaming terminal device, which is characterized in that including memory and processor, store on the memory described
The computer instruction run on processor, perform claim requires any one of 1 to 3 when the processor runs the computer instruction
The method and step of the audio customized recording and broadcasting.
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Citations (4)
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CN101667227A (en) * | 2009-09-11 | 2010-03-10 | 深圳市五巨科技有限公司 | Method for setting game music and device |
WO2010076861A1 (en) * | 2008-12-29 | 2010-07-08 | 株式会社コナミデジタルエンタテインメント | Game system and server |
CN104216654A (en) * | 2013-05-29 | 2014-12-17 | Lg电子株式会社 | Mobile terminal and controlling method thereof |
CN105068798A (en) * | 2015-07-28 | 2015-11-18 | 珠海金山网络游戏科技有限公司 | System and method for controlling volume and sound effect of game on the basis of Fmod |
-
2018
- 2018-12-24 CN CN201811580267.7A patent/CN109794063A/en not_active Withdrawn
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2010076861A1 (en) * | 2008-12-29 | 2010-07-08 | 株式会社コナミデジタルエンタテインメント | Game system and server |
CN101667227A (en) * | 2009-09-11 | 2010-03-10 | 深圳市五巨科技有限公司 | Method for setting game music and device |
CN104216654A (en) * | 2013-05-29 | 2014-12-17 | Lg电子株式会社 | Mobile terminal and controlling method thereof |
CN105068798A (en) * | 2015-07-28 | 2015-11-18 | 珠海金山网络游戏科技有限公司 | System and method for controlling volume and sound effect of game on the basis of Fmod |
Non-Patent Citations (1)
Title |
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Application publication date: 20190524 |