CN111214830A - Electronic equipment, game sound effect processing method thereof and device with storage function - Google Patents
Electronic equipment, game sound effect processing method thereof and device with storage function Download PDFInfo
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- CN111214830A CN111214830A CN201811408711.7A CN201811408711A CN111214830A CN 111214830 A CN111214830 A CN 111214830A CN 201811408711 A CN201811408711 A CN 201811408711A CN 111214830 A CN111214830 A CN 111214830A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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Abstract
The application discloses electronic equipment, a game sound effect processing method thereof and a device with a storage function. The processing method is used for the electronic equipment, and comprises the following steps: when the electronic equipment starts a game, acquiring identification information of the game; matching the identification information with preset identification information; if the matching is successful, acquiring the audio information of the game; and processing the audio information according to the sound effect mode corresponding to the preset identification information, and playing the processed audio information. Through the mode, the personalized setting of the game sound effect can be realized, the game sound effect meets the personalized requirement of the user, and the user experience can be improved.
Description
Technical Field
The present disclosure relates to the field of electronic devices, and in particular, to an electronic device, a method for processing game sound effect thereof, and a device with a storage function.
Background
With the continuous development and popularization of electronic technology, games are becoming one of the main applications of electronic devices, and more users participate in games. When a game is played, the client needs to play audio generated under different contextual models in the game, so that a user can better feel sound effect brought by the game.
The inventor of the application finds that in the long-term research and development process, in the prior art, a game developer usually sets audio information for the same game, so that when different clients play the same game, sound effects are the same, the requirements of all users cannot be met, and the user experience of part of users is not high.
Disclosure of Invention
The technical problem mainly solved by the application is how to realize the personalized setting of the game sound effect, so that the game sound effect meets the personalized requirement of a user, and the user experience is improved.
In order to solve the technical problem, the application adopts a technical scheme that: a method for processing sound effect of game is provided. The processing method is used for the electronic equipment, and comprises the following steps: when the electronic equipment starts a game, acquiring identification information of the game; matching the identification information with preset identification information; if the matching is successful, acquiring the audio information of the game; and processing the audio information according to the sound effect mode corresponding to the preset identification information, and playing the processed audio information.
Wherein, the above-mentioned audio information is handled according to the sound effect mode that corresponds with presetting the identification information to the step of the audio information after the broadcast processing includes: processing the audio information according to a sound effect mode corresponding to the preset identification information to acquire first audio information; acquiring role information of a user in a game, and matching the role information with preset role information; if the matching is successful, acquiring a first additional sound effect corresponding to the role information; processing the first audio information according to the first additional sound effect, and playing the processed first audio information; the role information comprises identification information of the role or emotion information of the role.
Wherein, the step of processing the first audio information according to the first additional sound effect and playing the processed first audio information comprises: acquiring second audio information corresponding to the role information from the first audio information; and processing the second audio information according to the first additional sound effect, and playing the processed second audio information.
Wherein, the step of processing the second audio information according to the first additional sound effect and playing the processed second audio information comprises: acquiring text information corresponding to the second audio information; splitting the text information into a plurality of words, and acquiring a voice vector corresponding to the word from the first additional sound effect; and converting the plurality of voice vectors into processed third audio information, and playing the third audio information.
Wherein, the above-mentioned audio information is handled according to the sound effect mode that corresponds with presetting the identification information to the step of the audio information after the broadcast processing includes: processing the audio information according to a sound effect mode corresponding to the preset identification information to acquire first audio information; acquiring scene information in a game, and matching the scene information with preset scene information; if the matching is successful, acquiring a second additional sound effect corresponding to the scene information; and processing the first audio information according to the second additional sound effect, and playing the processed first audio information.
Before the step of processing the audio information according to the preset sound effect mode, the processing method further includes: acquiring historical data corresponding to the game, and pushing a first sound effect mode according to the historical data; and if the feedback information of the first sound effect mode is monitored within the preset time, updating the sound effect mode corresponding to the preset identification information into the first sound effect mode.
Wherein, the history data at least includes the mapping relation between the running time of the game and the sound effect mode or the mapping relation between the running environment of the game and the sound effect mode, before the step of pushing the first sound effect mode according to the history data, the processing method further includes: acquiring current time or current environment information of game operation; the step of pushing the first sound effect mode according to the historical data comprises the following steps: matching the current time with the running time or matching the current environment information with the running environment; and if the matching is successful, pushing a first sound effect mode corresponding to the running time or the running environment.
Wherein, the sound effect mode comprises any one of a Dolby sound effect mode, a bass sound effect mode and a 3D sound effect mode.
In order to solve the above technical problem, another technical solution adopted by the present application is: an electronic device is provided, the electronic device including: the processor is used for acquiring identification information of a game when the electronic equipment starts the game and matching the identification information with preset identification information; and if the matching is successful, the processor acquires the audio information of the game, processes the audio information according to the sound effect mode corresponding to the preset identification information, and plays the processed audio information through the loudspeaker.
In order to solve the above technical problem, the present application adopts another technical solution: an apparatus having a storage function is provided. The device stores program data which can be executed to realize the processing method of the game sound effect.
The beneficial effect of this application is: different from the prior art, the processing method of the game sound effect in the embodiment of the application is used for the electronic equipment, and comprises the following steps: when the electronic equipment starts a game, acquiring identification information of the game; matching the identification information with preset identification information; if the matching is successful, acquiring the audio information of the game; and processing the audio information according to the sound effect mode corresponding to the preset identification information, and playing the processed audio information. By the mode, the electronic equipment can pre-store the mapping relation between the identification information and the sound effect mode of various games, and when the electronic equipment starts the games, the audio information of the games is processed according to the sound effect mode corresponding to the identification information of the games, so that the processed audio information has the sound effect corresponding to the identification information of the games, therefore, the personalized setting of the game sound effect can be realized, the game sound effect meets the personalized requirement of a user, and the user experience can be improved.
Drawings
FIG. 1 is a schematic flow chart illustrating an embodiment of a method for processing sound effects of a game according to the present application;
FIG. 2 is a flowchart illustrating a specific process of step S104 in the method for processing the sound effect of the game shown in FIG. 1;
FIG. 3 is a detailed flowchart of step S204 in the embodiment of FIG. 2;
FIG. 4 is a detailed flowchart of step S302 in the embodiment of FIG. 3;
FIG. 5 is another specific flowchart illustrating step S104 of the method for processing sound effects of the game shown in FIG. 1;
FIG. 6 is a schematic flow chart illustrating a method for processing sound effects of a game according to another embodiment of the present application;
FIG. 7 is a flowchart illustrating the detailed process of step S604 in the method for processing the sound effect of the game in the embodiment of FIG. 6;
FIG. 8 is a schematic structural diagram of another embodiment of an electronic device of the present application;
FIG. 9 is a schematic structural diagram of an embodiment of the apparatus with storage function according to the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The present application firstly provides a method for processing game sound effects, as shown in fig. 1, fig. 1 is a schematic flow diagram of an embodiment of the method for processing game sound effects. The method of the embodiment is used for electronic equipment, and the processing method of the embodiment comprises the following steps:
step S101: when the electronic equipment starts the game, the identification information of the game is obtained.
When the electronic equipment starts the application program, the application program is called into the task list, the electronic equipment can obtain the newly added application program in the task list and obtain the type of the application program, and whether the newly added application program in the task list is a game is judged according to the type so as to judge whether the application program started by the electronic equipment is the game.
The task list comprises a front-end application program and a background application program which are currently and parallelly operated by the electronic equipment. The user can adjust the game application to run in the front end or the background as required. The embodiment can acquire the identification information of the game when the game is in front-end running or background running.
The identification information of the game may include a name of the game or a name of a game application program, and if the same game has multiple versions, the identification information may further include version information of the game, and the like.
The game of the embodiment at least includes any one of a multiplayer online network game, a stand-alone game, a network game supporting instant messaging, a network game not supporting instant messaging, and the like.
Step S102: and matching the identification information with preset identification information.
Preset identification information of a plurality of games is stored in the electronic device, and the electronic device matches the identification information of the games acquired in step S101 with the preset identification information.
Step S103: and if the matching is successful, acquiring the audio information of the game.
The electronic equipment acquires a folder corresponding to the game from the cache, and acquires an audio file from the folder, wherein the audio file may include different types of sound effect files, for example, but not limited to, action type sound effects, environment type sound effects, and the like.
Of course, the folders corresponding to the game may also include, but are not limited to, video files, system configuration files, user data files, and the like.
If the electronic equipment fails to judge that the identification information of the game is matched with the preset identification information, the user does not need to process the sound effect of the game, and the electronic equipment directly plays the sound effect information which is not processed.
Step S104: and processing the audio information according to the sound effect mode corresponding to the preset identification information, and playing the processed audio information.
The electronic equipment further stores a plurality of sound effect modes and mapping relations between the sound effect modes and the preset identification information. And after the electronic equipment acquires the audio information of the game, further acquiring a sound effect mode corresponding to the preset identification information according to the mapping relation.
Different from the prior art, the electronic equipment in the embodiment of the application can pre-store the mapping relation between the identification information and the sound effect mode of various games, and when the electronic equipment starts the games, the audio information of the games is processed according to the sound effect mode corresponding to the identification information of the games, so that the processed audio information has the sound effect corresponding to the identification information of the games, and therefore, the personalized setting of the game sound effect can be realized, the game sound effect meets the personalized requirement of a user, and the user experience can be improved.
Optionally, in this embodiment, the step S104 may be implemented by a method as shown in fig. 2, where the method of this embodiment includes the following steps:
step S201: and processing the audio information according to the sound effect mode corresponding to the preset identification information to acquire the first audio information.
The electronic equipment stores the sound effect mode, and the sound effect mode at least comprises any one of a Dolby sound effect mode, a bass sound effect mode and a 3D sound effect mode.
Of course, in other embodiments, the sound effect mode may further include: a dts sound effect mode, a Hi-Fi (high fidelity) mode, a viper sound effect mode and the like.
Step S202: and acquiring the role information of the user in the game, and matching the role information with the preset role information.
The character information of this embodiment includes identification information of a character or emotion information of a character.
The electronic equipment stores various preset role information, and the preset role information can be suitable for the same game, or suitable for different versions of the same game, or suitable for the same type of game.
Step S203: and if the matching is successful, acquiring a first additional sound effect corresponding to the role information.
The electronic equipment stores a plurality of pieces of preset identification information and/or preset emotion information, a first additional sound effect and a mapping relation between the first additional sound effect and the first additional sound effect. If the electronic equipment judges that the role information of the user in the game is matched with the preset role information, the electronic equipment can be considered that the user needs to process the audio information of the role information, and then the electronic equipment acquires a first additional sound effect corresponding to the role information.
For example, when the game "three kingdoms killer" is played, the electronic device acquires that the identification information of the character of the user in the game "three kingdoms killer" is "Zhuge Liang", and if the electronic device judges that the identification information "Zhuge Liang" matches with the preset identification information, the electronic device acquires a first additional sound effect corresponding to the "Zhuge Liang", such as the sound effect of the Zhuge Liang speaking voice or kiss.
For another example, when the game "three kingdoms killer" is played, the electronic device acquires the emotion of the character of the user in the game "three kingdoms killer" as "happy", and if the electronic device determines that the emotion "happy" matches the preset emotion information, the electronic device acquires a first additional sound effect corresponding to "happy", such as a laughing voice, a happy mood, or a kiss sound.
Step S204: and processing the first audio information according to the first additional sound effect, and playing the processed first audio information.
Specifically, the method of this embodiment may implement the step S204 by using the method shown in fig. 3, and the method of this embodiment specifically includes the following steps:
step S301: and acquiring second audio information corresponding to the character information from the first audio information.
The first audio information is audio information of the whole game, and the first audio information is at least synthesized by game background music audio information, character audio information and environment scene audio information. The audio information of different elements is independent, and thus, the electronic device can acquire the audio information corresponding to the character from the first audio information.
Step S302: and processing the second audio information according to the first additional sound effect, and playing the processed second audio information.
Optionally, in this embodiment, the step S302 may be implemented by a method as shown in fig. 4, where the method of this embodiment includes the following steps:
step S401: and acquiring text information corresponding to the second audio information.
The electronic device converts the second audio information into text information.
Step S402: and splitting the text information into a plurality of words, and acquiring a voice vector corresponding to the word from the first additional sound effect.
The electronic equipment can separate information such as voice vectors of a plurality of words from the first additional sound effect.
The electronic equipment divides the text information into a plurality of words, obtains the sequence of the words, and then obtains the voice vector corresponding to the word from the plurality of voice vectors.
Step S403: and converting the plurality of voice vectors into processed third audio information, and playing the third audio information.
And the electronic equipment synthesizes a plurality of voice vectors corresponding to the words according to the sequence to acquire third audio information and plays the third audio information.
For example, when playing the game "three kingdoms killing", the electronic device processes the first audio information according to the first additional audio effect corresponding to "Zhuge" to realize the preset Zhuge speaking voice or kiss sound.
For another example, when playing the game "three kingdoms killing", the electronic device processes the first audio information according to the first additional sound effect corresponding to "happy" to realize preset sound effects, such as laughter, happy mood, kiss, and the like.
Of course, in other embodiments, the first additional sound effect corresponding to the emotion information of the character may be superimposed with the first additional sound effect corresponding to the identification information of the character, that is, after the electronic device processes the first audio information according to the first additional sound effect corresponding to the identification information of the character, the processed first audio information may be further processed according to the first additional sound effect corresponding to the emotion information of the character.
Optionally, in this embodiment, the step S104 may be implemented by a method as shown in fig. 5, where the method of this embodiment includes the following steps:
step S501: and processing the audio information according to the sound effect mode corresponding to the preset identification information to acquire the first audio information.
Step S501 is the same as step S201 described above, and is not described here again.
Step S502: scene information in the game is obtained, and the scene information is matched with preset scene information.
The scene information of the present embodiment at least includes environmental information, such as wind environment, rain environment, terrorist environment, and the like, and independent element information in the scene, such as animals, plants, pedestrians, houses, and the like.
The electronic equipment stores various preset scene information, and the preset scene information can be suitable for the same game, or different versions of the same game, or the same type of game.
Step S503: and if the matching is successful, acquiring a second additional sound effect corresponding to the scene information.
The electronic equipment stores a plurality of pieces of preset scene information, a second additional sound effect and a mapping relation between the preset scene information and the second additional sound effect.
For example, when the game "three kingdoms killing" is played, the electronic device acquires that the current environment information is "rainy", and if the electronic device determines that "rainy" matches the preset environment information, acquires a second additional sound effect corresponding to "rainy", such as a following rain sound, a thunder sound, and the like.
Step S504: and processing the first audio information according to the second additional sound effect, and playing the processed first audio information.
For example, the electronic device processes the first audio information according to sound effects such as rain sounds and thunder sounds, so as to realize sound effects such as rain sounds and thunder sounds in a rain environment.
Step S504 is similar to step S204 described above and is not described here.
Through the mode, the sound effect of the game can be processed according to the scene information of the game so as to realize the sound effect corresponding to the current environment of the game.
The present application further provides a method for processing sound effects of a game according to another embodiment, as shown in fig. 6, the method includes the following steps:
step S601: when the electronic equipment starts the game, the identification information of the game is obtained.
When the electronic equipment starts the application program, the application program is called into the task list, the electronic equipment can obtain the newly added application program in the task list and obtain the type of the application program, and whether the newly added application program in the task list is a game application program is judged according to the type so as to judge whether the application program started by the electronic equipment is a game.
Step S602: and matching the identification information with preset identification information.
Preset identification information of a plurality of games is stored in the electronic device, and the electronic device matches the identification information of the games acquired in the step S601 with the preset identification information.
Step S603: and if the matching is successful, acquiring the audio information of the game.
The electronic device obtains a folder corresponding to the game from the cache, and obtains an audio file from the folder, where the audio file may include different types of sound effect files, such as, but not limited to, action-type sound effects and environment-type sound effects.
If the electronic equipment judges that the identification information of the game fails to be matched with the preset identification information, the electronic equipment directly plays the sound effect information which is not processed if the user does not need to process the sound effect of the game.
Step S604: historical data corresponding to the game are obtained, and a first sound effect mode is pushed according to the historical data.
The history data includes at least a mapping between the execution time of the game and the sound effect mode or a mapping between the execution environment of the game and the sound effect mode.
Optionally, the present embodiment may implement the step S604 by using a method as shown in fig. 7, where the method of the present embodiment includes the following steps:
step S701: historical data corresponding to the game is acquired.
When the game is in progress, the electronic equipment can store the processing record of the game sound effect in real time.
Step S702: and acquiring the current time or current environment information of the game running.
The current time may be standard Beijing time, or an abstract time, such as the morning, afternoon, etc. The current environment information refers to environment information of a user when the game runs, and the environment information can be acquired through an environment sensor of the electronic equipment.
Step S703: and matching the current time with the running time or matching the current environment information with the environment information.
Step S704: and if the matching is successful, pushing a first sound effect mode matched with the running time or the environment information.
For example, the electronic device may determine that the user is familiar with the bass sound effect mode to process the audio information when playing "royal glory" at night according to the history data of the game sound effect processing, and may push the bass sound effect mode to the user if the electronic device determines that the current time is at night.
Step S605: and if the feedback information of the first sound effect mode is monitored within the preset time, updating the sound effect mode corresponding to the preset identification information into the first sound effect mode.
If the feedback information of the first sound effect mode is not monitored within the preset time, it can be considered that the user does not need to process the audio information, and the unprocessed audio information can be directly played.
In other embodiments, the audio information may be automatically processed according to the first sound effect mode according to the history data corresponding to the game.
Step S606: and processing the audio information according to the first sound effect mode, and playing the processed audio information.
The electronic equipment stores a plurality of preset identification information, a plurality of sound effect modes and a mapping relation between the preset identification information and the sound effect modes. After the electronic equipment acquires the audio information of the game, a sound effect mode corresponding to the preset identification information is further acquired.
In this way, the sound effect mode can be pushed to the user according to the history data of the processing of the game sound effect mode by the user.
Of course, in other embodiments, when the electronic device starts the game, the electronic device may push a menu bar of various sound effect modes to the user, so that the user may select or not select a sound effect mode according to his or her needs.
The present application further proposes an electronic device according to another embodiment, as shown in fig. 8, the electronic device 801 according to this embodiment includes a speaker 802 and a processor 803 coupled to the speaker 802, and the processor 803 is configured to obtain identification information of a game when the electronic device 801 starts the game, and match the identification information with preset identification information; if the matching is successful, the processor 803 obtains the audio information of the game, processes the audio information according to the sound effect mode corresponding to the preset identification information, and the speaker 802 plays the processed audio information.
The electronic device 801 of the embodiment may be a mobile phone, a tablet, an IPAD, a computer, a wearable device, and the like. The terminal may be implemented in various forms. For example, the terminal described in the present invention may include mobile terminals such as a mobile phone, a tablet computer, a notebook computer, a palmtop computer, a personal digital assistant, a portable media player, a navigation device, a wearable device, a smart band, a pedometer, and the like, and fixed terminals such as a digital TV, a desktop computer, and the like.
Different from the prior art, the electronic device 801 in this embodiment can pre-store mapping relationships between identification information and sound effect modes of multiple games, and process the audio information of the games according to the sound effect mode corresponding to the identification information of the games when the electronic device starts the games, so that the processed audio information has the sound effect corresponding to the identification information of the games, thereby achieving personalized setting of game sound effects, enabling the game sound effects to meet personalized requirements of users, and improving user experience.
The electronic device 801 of this embodiment may also implement the above-mentioned game audio processing method, which is not described herein again.
The present application further provides a device with a storage function, as shown in fig. 9, fig. 9 is a schematic structural diagram of an embodiment of the device with a storage function of the present application. The device 901 with storage function of this embodiment is used for storing the related data 902 and the program data 903 of the above embodiment, wherein the related data 902 at least includes the above preset identification information, sound effect mode, etc., and the program data 903 can be executed with the method of the above method embodiment. The related data 902 and the program data 903 are described in detail in the above method embodiments, and are not described herein again.
The device 901 with storage function in this embodiment can be, but is not limited to, a usb disk, an SD card, a PD optical drive, a mobile hard disk, a high-capacity floppy drive, a flash memory, a multimedia memory card, a server, etc.
Different from the prior art, the processing method of the game sound effect in the embodiment of the application is used for the electronic equipment, and comprises the following steps: when the electronic equipment starts a game, acquiring identification information of the game; matching the identification information with preset identification information; if the matching is successful, acquiring the audio information of the game; and processing the audio information according to the sound effect mode corresponding to the preset identification information, and playing the processed audio information. By the mode, the electronic equipment can pre-store the mapping relation between the identification information and the sound effect mode of various games, and when the electronic equipment starts the games, the audio information of the games is processed according to the sound effect mode corresponding to the identification information of the games, so that the processed audio information has the sound effect corresponding to the identification information of the games, therefore, the personalized setting of the game sound effect can be realized, the game sound effect meets the personalized requirement of a user, and the user experience can be improved.
In addition, if the above functions are implemented in the form of software functions and sold or used as a standalone product, the functions may be stored in a storage medium readable by a mobile terminal, that is, the present application also provides a storage device storing program data, which can be executed to implement the method of the above embodiments, the storage device may be, for example, a usb disk, an optical disk, a server, etc. That is, the present application may be embodied as a software product, which includes several instructions for causing an intelligent terminal to perform all or part of the steps of the methods described in the embodiments.
In the description of the present application, reference to the description of the terms "one embodiment," "some embodiments," "an example," "a specific example," or "some examples," etc., means that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the present application. In this specification, the schematic representations of the terms used above are not necessarily intended to refer to the same embodiment or example. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples. Furthermore, various embodiments or examples and features of different embodiments or examples described in this specification can be combined and combined by one skilled in the art without contradiction.
Furthermore, the terms "first", "second" and "first" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance or implicitly indicating the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include at least one such feature. In the description of the present application, "plurality" means at least two, e.g., two, three, etc., unless specifically limited otherwise.
Any process or method descriptions in flow charts or otherwise described herein may be understood as representing modules, segments, or portions of code which include one or more executable instructions for implementing specific logical functions or steps of the process, and the scope of the preferred embodiments of the present application includes other implementations in which functions may be executed out of order from that shown or discussed, including substantially concurrently or in reverse order, depending on the functionality involved, as would be understood by those reasonably skilled in the art of the present application.
The logic and/or steps represented in the flowcharts or otherwise described herein, such as an ordered listing of executable instructions that can be viewed as implementing logical functions, can be embodied in any computer-readable medium for use by or in connection with an instruction execution system, apparatus, or device (e.g., a personal computer, server, network device, or other system that can fetch the instructions from the instruction execution system, apparatus, or device and execute the instructions). For the purposes of this description, a "computer-readable medium" can be any means that can contain, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device. More specific examples (a non-exhaustive list) of the computer-readable medium would include the following: an electrical connection (electronic device) having one or more wires, a portable computer diskette (magnetic device), a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber device, and a portable compact disc read-only memory (CDROM). Additionally, the computer-readable medium could even be paper or another suitable medium upon which the program is printed, as the program can be electronically captured, via for instance optical scanning of the paper or other medium, then compiled, interpreted or otherwise processed in a suitable manner if necessary, and then stored in a computer memory.
The above description is only for the purpose of illustrating embodiments of the present application and is not intended to limit the scope of the present application, and all modifications of equivalent structures and equivalent processes, which are made by the contents of the specification and the drawings of the present application or are directly or indirectly applied to other related technical fields, are also included in the scope of the present application.
Claims (10)
1. A processing method of game sound effect is used for electronic equipment, and comprises the following steps:
when the electronic equipment starts a game, acquiring identification information of the game;
matching the identification information with preset identification information;
if the matching is successful, acquiring the audio information of the game;
and processing the audio information according to the sound effect mode corresponding to the preset identification information, and playing the processed audio information.
2. The processing method according to claim 1, wherein the step of processing the audio information according to a sound effect mode corresponding to the preset identification information and playing the processed audio information comprises:
processing the audio information according to a sound effect mode corresponding to the preset identification information to acquire first audio information;
acquiring the role information of a user in the game, and matching the role information with preset role information;
if the matching is successful, acquiring a first additional sound effect corresponding to the role information;
processing the first audio information according to the first additional sound effect, and playing the processed first audio information;
the role information comprises identification information of the role or emotion information of the role.
3. The processing method according to claim 2, wherein the step of processing the first audio information according to the first additional sound effect and playing the processed first audio information comprises:
acquiring second audio information corresponding to the role information from the first audio information;
and processing the second audio information according to the first additional sound effect, and playing the processed second audio information.
4. The processing method according to claim 3, wherein the step of processing the second audio information according to the first additional sound effect and playing the processed second audio information comprises:
acquiring text information corresponding to the second audio information;
splitting the text information into a plurality of words, and acquiring a voice vector corresponding to the word from the first additional sound effect;
and converting the plurality of voice vectors into third audio information, and playing the third audio information.
5. The processing method according to claim 1, wherein the step of processing the audio information according to a sound effect mode corresponding to the preset identification information and playing the processed audio information comprises:
processing the audio information according to a sound effect mode corresponding to the preset identification information to acquire first audio information;
acquiring scene information in the game, and matching the scene information with preset scene information;
if the matching is successful, acquiring a second additional sound effect corresponding to the scene information;
and processing the first audio information according to the second additional sound effect, and playing the processed first audio information.
6. The processing method according to claim 1, wherein before the step of processing the audio information according to a preset sound effect mode, the processing method further comprises:
acquiring historical data corresponding to the game, and pushing a first sound effect mode according to the historical data;
and if the feedback information of the first sound effect mode is monitored within the preset time, updating the sound effect mode corresponding to the preset identification information into the first sound effect mode.
7. The processing method according to claim 6, wherein the history data at least includes a mapping relationship between a running time of the game and an audio effect mode or a mapping relationship between a running environment of the game and an audio effect mode, and before the step of pushing the first audio effect mode according to the history data, the processing method further comprises:
acquiring the current time or current environment information of the game operation;
the step of pushing a first sound effect mode according to the historical data comprises the following steps:
matching the current time with the running time or matching the current environment information with the running environment;
and if the matching is successful, pushing a first sound effect mode corresponding to the running time or the running environment.
8. The processing method according to claim 1, wherein the audio mode includes any one of a dolby audio mode, a bass audio mode, and a 3D audio mode.
9. An electronic device, characterized in that the electronic device comprises: the electronic equipment comprises a loudspeaker and a processor coupled with the loudspeaker, wherein the processor is used for acquiring identification information of a game when the electronic equipment starts the game and matching the identification information with preset identification information; and if the matching is successful, the processor acquires the audio information of the game, processes the audio information according to the sound effect mode corresponding to the preset identification information, and the loudspeaker plays the processed audio information.
10. An apparatus having a storage function, characterized in that the apparatus stores program data executable to implement the processing method of game sound effects of any one of claims 1 to 8.
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