CN112616061A - Live broadcast interaction method and device, live broadcast server and storage medium - Google Patents

Live broadcast interaction method and device, live broadcast server and storage medium Download PDF

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Publication number
CN112616061A
CN112616061A CN202011408794.7A CN202011408794A CN112616061A CN 112616061 A CN112616061 A CN 112616061A CN 202011408794 A CN202011408794 A CN 202011408794A CN 112616061 A CN112616061 A CN 112616061A
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China
Prior art keywords
game
content
live broadcast
live
server
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CN202011408794.7A
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CN112616061B (en
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张忠义
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Guangdong Oppo Mobile Telecommunications Corp Ltd
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Guangdong Oppo Mobile Telecommunications Corp Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/472End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/81Monomedia components thereof
    • H04N21/8166Monomedia components thereof involving executable data, e.g. software
    • H04N21/8173End-user applications, e.g. Web browser, game

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Human Computer Interaction (AREA)
  • General Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • Information Transfer Between Computers (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The application discloses a live broadcast interaction method, a live broadcast interaction device, a live broadcast server and a storage medium, wherein the live broadcast interaction method is applied to the live broadcast server, and comprises the following steps: in the live broadcast process of transmitting the game live broadcast content from the game server to the audience client, acquiring specified interactive information sent by the audience client, wherein the specified interactive information is used for participating in specified interactive tasks, and the specified interactive tasks comprise the adjustment of objects to be adjusted in the game live broadcast content; when the task condition of the specified interaction task is met, acquiring the adjustment content corresponding to the object to be adjusted based on the specified interaction information; and adjusting the object to be adjusted in the live game content based on the adjustment content. The method can improve the participation degree of audiences in the anchor and increase the interactivity and interestingness of live broadcast.

Description

Live broadcast interaction method and device, live broadcast server and storage medium
Technical Field
The present application relates to the field of internet technologies, and in particular, to a live broadcast interaction method and apparatus, a live broadcast server, and a storage medium.
Background
With the rapid development of internet technology, multimedia live broadcast is widely concerned by people due to novel form and rich content, and the functions of live broadcast platforms are continuously developed as users watching the live broadcast are gradually increased. In order to increase the interactive effect in the live broadcast, some interactive modes are usually adopted to realize the interaction between the audience and the anchor. However, the interactivity of the current live broadcast interactive mode still needs to be improved.
Disclosure of Invention
In view of the foregoing problems, the present application provides a live broadcast interaction method, apparatus, live broadcast server and storage medium.
In a first aspect, an embodiment of the present application provides a live broadcast interaction method, which is applied to a live broadcast server, and the method includes: in the live broadcast process of transmitting the game live broadcast content from the game server to the audience client, acquiring specified interactive information sent by the audience client, wherein the specified interactive information is used for participating in specified interactive tasks, and the specified interactive tasks comprise the adjustment of objects to be adjusted in the game live broadcast content; when the task condition of the specified interaction task is met, acquiring the adjustment content corresponding to the object to be adjusted based on the specified interaction information; and adjusting the object to be adjusted in the live game content based on the adjustment content.
In a second aspect, an embodiment of the present application provides a live broadcast interaction method, which is applied to a game server, and the method includes: when a main broadcasting client side broadcasts a game in a live mode, game content of the game is transmitted to the main broadcasting client side in real time, and the game live broadcast content of the game is transmitted to a live broadcast server for live broadcast; when an adjustment request sent by the live broadcast server is received, under the condition that the game content is not adjusted, an object to be adjusted in the game live broadcast content is adjusted based on the adjustment content carried in the adjustment request, wherein the adjustment content is determined according to interaction information sent by a spectator client when the live broadcast server meets a task condition of a specified interaction task.
In a third aspect, an embodiment of the present application provides a live broadcast interaction device, which is applied to a live broadcast server, and the device includes: the system comprises an information acquisition module, a content acquisition module and a content adjustment module, wherein the information acquisition module is used for acquiring specified interaction information sent by a spectator client in a live broadcast process of transmitting live game content from a game server to the spectator client, the specified interaction information is used for participating in specified interaction tasks, and the specified interaction tasks comprise adjustment of objects to be adjusted in the live game content; the content acquisition module is used for acquiring the adjustment content corresponding to the object to be adjusted based on the specified interaction information when the task condition of the specified interaction task is met; the content adjusting module is used for adjusting the object to be adjusted in the game live content based on the adjusting content.
In a fourth aspect, an embodiment of the present application provides a live broadcast interaction device, which is applied to a game server, and the device includes: the system comprises a content transmission module and a request response module, wherein the content transmission module is used for transmitting game content of a game to an anchor client in real time when the anchor client broadcasts the game in a live mode, and transmitting the game live broadcast content of the game to a live broadcast server for live broadcast; the request response module is used for adjusting an object to be adjusted in the game live content based on the adjustment content carried in the adjustment request when the adjustment request sent by the live server is received and the game content is not adjusted, wherein the adjustment content is determined by the live server according to interaction information sent by a spectator client when the task condition of a specified interaction task is met.
In a fifth aspect, an embodiment of the present application provides a live broadcast server, including: one or more processors; a memory; one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, the one or more programs configured to perform the live interaction method provided by the first aspect above.
In a sixth aspect, an embodiment of the present application provides a game server, including: one or more processors; a memory; one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, the one or more programs configured to perform the live interaction method provided by the second aspect above.
In a seventh aspect, an embodiment of the present application provides a computer-readable storage medium, where a program code is stored in the computer-readable storage medium, and the program code may be called by a processor to execute the live broadcast interaction method provided in the first aspect.
In an eighth aspect, an embodiment of the present application provides a computer-readable storage medium, where a program code is stored in the computer-readable storage medium, and the program code can be called by a processor to execute the live broadcast interaction method provided in the second aspect
According to the scheme, designated interaction information sent by the audience client side is obtained in the live broadcast process of transmitting the game live broadcast content from the game server to the audience client side, the designated interaction information is used for participating in a designated interaction task, the designated interaction task comprises an object to be adjusted in the game live broadcast content, when the task condition of the designated interaction task is met, adjustment content corresponding to the object to be adjusted is obtained based on the designated interaction information, and the object to be adjusted in the game live broadcast content is adjusted based on the adjustment content. Therefore, the method can realize that the spectators adjust the live game content transmitted to the spectator client through participating in the interactive task, and improve the enthusiasm of the spectators participating in the interaction, thereby improving the interaction degree in the live broadcast.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced 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 creative efforts.
Fig. 1 shows a scene schematic diagram provided in an embodiment of the present application.
Fig. 2 shows a flow diagram of a live interaction method according to an embodiment of the application.
Fig. 3 shows a flow diagram of a live interaction method according to another embodiment of the present application.
Fig. 4 shows a display effect diagram provided by another embodiment of the present application.
Fig. 5 shows another display effect diagram provided by another embodiment of the present application.
Fig. 6 shows a flow diagram of a live interaction method according to yet another embodiment of the present application.
Fig. 7 shows a display effect diagram provided by another embodiment of the present application.
Fig. 8 shows a display effect diagram provided by another embodiment of the present application.
Fig. 9 shows a flow diagram of a live interaction method according to yet another embodiment of the present application.
Fig. 10 shows a flow diagram of a live interaction method according to yet another embodiment of the application.
Fig. 11 shows another scene schematic diagram provided in the embodiment of the present application.
Fig. 12 is a flowchart illustrating a live interaction method in the scene shown in fig. 11.
Fig. 13 shows a block diagram of a live interaction device according to an embodiment of the present application.
Fig. 14 shows a block diagram of a live interaction device according to another embodiment of the present application.
Fig. 15 is a block diagram of a live server for executing a live interaction method according to an embodiment of the present application.
Fig. 16 is a block diagram of a game server for executing a live interaction method according to an embodiment of the present application.
Fig. 17 is a storage unit, according to an embodiment of the present application, configured to store or carry program code for implementing a live broadcast interaction method according to an embodiment of the present application.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, 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.
With the rapid development of internet technology, multimedia live broadcast appears more and more frequently in people's lives. The multimedia live broadcast comprises game live broadcast, outdoor live broadcast, eating broadcast and the like. Among them, live games attract an increasing audience due to the large number of game players. In order to increase the interactive effect in the live broadcast, some interactive modes are usually adopted to realize the interaction between the audience and the anchor, for example, the user can send a barrage to participate in the interaction, and for example, the user can participate in the interaction with the anchor. However, in these methods, the audience still cannot directly participate in the live broadcast process, which affects the live broadcast content, and the interactivity is relatively high, so that the user experience is affected.
In view of the above problems, the inventor provides a live broadcast interaction method, a live broadcast interaction device, a live broadcast server and a storage medium provided in the embodiments of the present application, which can enable spectators to adjust live broadcast content of a game transmitted to spectator clients by participating in an interaction task, thereby improving enthusiasm of spectators in participating in interaction, and further improving interaction degree in live broadcast. The specific live broadcast interaction method is described in detail in the following embodiments.
The following describes an application scenario provided in the embodiment of the present application.
In some embodiments, referring to fig. 1, fig. 1 is a schematic diagram illustrating an application scenario provided in an embodiment of the present application, where the application scenario includes: a live server 100, a game server 200, a cast terminal 300 and a spectator terminal 400. The live broadcast server 100, the game server 200, the anchor terminal 300, and the spectator terminal 400 are located in a wireless network or a wired network, the live broadcast server 100 can perform data interaction with the game server 200, the anchor terminal 300, and the spectator terminal 400, and the game server 200 can also perform data interaction with the anchor terminal 300. In some embodiments, the number of anchor terminals 300 (only one shown in fig. 1) and the number of viewer terminals 400 (only one shown in fig. 1) may not be limited, and the viewer terminals 400 and the anchor terminals 300 may use the live broadcast server 100 as a transmission medium and implement data interaction with each other through the internet.
In this embodiment, the live server 100 and the game server 200 may be separate servers, or may be a server cluster, or may be a local server, or may be a cloud server, and a specific server type may not be limited in this embodiment. The anchor terminal 300 and the audience terminal 400 may be mobile phones, smart phones, notebook computers, desktop computers, tablet computers, Personal Digital Assistants (PDAs), media players, smart televisions, wearable electronic devices, and the like, and specific terminal device types may not be limited in the embodiments of the present application.
In some embodiments, a live client for implementing the anchor to live the content to be live may be installed in the anchor terminal 300. The live broadcast client may be a computer Application (APP) installed on the anchor terminal 300, or may be a Web client, which may refer to an Application developed based on a Web architecture. In some embodiments, a user logs in through an account at a live client, and all information corresponding to the account may be stored in the storage space of the live server 100. The information corresponding to the account includes information input by the user through the client, information received by the user through the client, and the like.
In some embodiments, the viewer terminal 300 may have a viewer client installed therein, and the viewer client is configured to enable a viewer to receive live content and to present the live content. The viewer client may be a computer Application (APP) installed on the viewer terminal 400, or may be a Web client, which may refer to an Application developed based on a Web architecture. In some embodiments, the user logs in through an account at the viewer client, and all information corresponding to the account can be stored in the storage space of the live broadcast server 100. The information corresponding to the account includes information input by the user through the client, information received by the user through the client, and the like.
In some embodiments, when the anchor needs to play the game directly, the anchor can run the game and initiate the game directly through the anchor client installed on the anchor terminal 300; the game server 200 can transmit the relevant data of the game to the anchor terminal 300 in real time for the anchor to play the game, and the game server 200 can generate the current live game content for live broadcast of the game and transmit the live game content to the live broadcast server 100; the live broadcast server 100 can retransmit the live game content transmitted by the game server 200 to the spectator client 400, so that the spectator client 400 can obtain the live game content for the spectators to view the live game content. In this embodiment, the game server 200 generates the live game content and transmits the content to the live broadcast server 100, thereby realizing live game and reducing the processing load of the anchor terminal 300. Moreover, when the user participates in the interactive task of adjusting the live content of the game, the game picture seen by the anchor can be not changed, the interest of the live broadcast can be increased, and the normal game experience of the anchor is not influenced.
It should be noted that the user can switch between two roles of anchor and audience, for example, the user can be used as the anchor when the user is in the live broadcast room, and can be used as the audience when the user watches the live broadcast in the live broadcast room of other users.
In some embodiments, the above application scenario may be a live scenario of a cloud game, where in the cloud game, a game is actually run on the game server 200, and the anchor terminal 300 only receives a game audio and video stream transmitted by the game server 200, and simultaneously sends a control command to control the game, and sends generated control data to the game server 200. In a live broadcast scene of a cloud game, the game server 200 is responsible for most processing and rendering work in the game, and then transmits a game stream picture for player interaction of the anchor to the anchor terminal 300 through a Real-Time Communication (RTC) transmission protocol, and game operation data generated by the anchor terminal 300 is also transmitted to the game server 200 in Real Time; the game runs on the game server 200, the anchor terminal 300 controls the game by sending a control instruction, and the game server 200 codes the audio and the picture of the game and then transmits the coded audio and the coded picture to the anchor terminal 300 and the live broadcast server 100 in real time through an RTC (real time communication) transmission protocol, so that the live broadcast scene of the cloud game is realized. In the live broadcast scene, since the live broadcast content comes from the game server 200, the live broadcast content is also customized secondarily, and the live broadcast game content is changed according to the interactive task participated by the audience, so that the live broadcast interest is improved, and the game experience of the main broadcast is not influenced.
The live broadcast interaction method provided by the embodiment of the application is described in detail below.
Referring to fig. 2, fig. 2 is a schematic flowchart illustrating a live broadcast interaction method according to an embodiment of the present application. In a specific embodiment, the live interaction method is applied to the live interaction device 400 shown in fig. 13 and the live server 100 configured with the live interaction device 400 (fig. 15). The following will describe a specific flow of the present embodiment by taking a live broadcast server as an example. As will be described in detail with respect to the flow shown in fig. 2, the live broadcast interaction method may specifically include the following steps:
step S110: in the live broadcast process of transmitting the game live broadcast content from the game server to the audience client, acquiring specified interactive information sent by the audience client, wherein the specified interactive information is used for participating in specified interactive tasks, and the specified interactive tasks comprise the adjustment of objects to be adjusted in the game live broadcast content.
In the embodiment of the application, the live game content is content provided to the audience client for playing. When the game live broadcast is realized, and the anchor client initiates the game live broadcast, the live broadcast request can be sent to the live broadcast server, and the live broadcast request can carry the game needing live broadcast and the anchor information. After receiving the live broadcast request, the live broadcast server can synchronize the live broadcast request to the game server, and the game server responds to the live broadcast request and transmits the game live broadcast content corresponding to the game in progress of the anchor broadcast to the live broadcast server. The live broadcast server transmits the game live broadcast content transmitted by the game server to the audience client side for playing by the audience client side, so that the anchor broadcast is realized. The live game content may be a video stream corresponding to the game content, and may include a game screen, a game sound, and the like. The game live broadcast content is transmitted to the live broadcast server through the game server so as to be live broadcast, and the game live broadcast content can be secondarily manufactured in some scenes without influencing the game content actually displayed by the anchor client, namely, the game experience of the anchor is not influenced.
In some embodiments, the live broadcast server may also obtain, from the anchor client, a video image collected by a local camera thereof transmitted by the anchor client, and may also obtain audio data collected by a local microphone thereof transmitted by the anchor client, thereby realizing live broadcast of game content by the anchor and live broadcast of live image and sound thereof. It can be understood that, in this mode, the game live broadcast content is transmitted from the game server to the live broadcast server, and the sound generated by the anchor and the captured image are transmitted from the anchor client to the live broadcast server, and the live broadcast server can transmit the game live broadcast content transmitted by the game server and the image and sound transmitted by the anchor client together to the audience client for the audience to watch.
In the embodiment of the application, the live broadcast server can also acquire the specified interactive information sent by the audience client in the live broadcast process of transmitting the game live broadcast content to the audience client. The appointed interaction information is used for participating in appointed interaction tasks, and the appointed interaction tasks can be used for adjusting objects to be adjusted in live game content.
In some embodiments, the specified interactive task may be an interactive task initiated by a live server or an anchor client. The object to be adjusted may be a character skin, a character equipment, a character skill special effect, a game background sound effect, a game picture style and the like of a game character in game live broadcast content, and a specific object to be adjusted may be determined according to an initiated interaction task, and certainly, the object to be adjusted is not limited thereto, and may also be other objects, such as a live broadcast view angle and the like. Through the interactive task carried out in the live broadcast process, the user can participate in the interactive task so as to adjust the corresponding object in the game live broadcast content and improve the participation degree of the audience.
In some embodiments, the specified interaction information may include gift data, bullet screen data, voting data, and the like, and the specific interaction information may not be limited, or may be other interaction information that can be counted. It can be understood that when each audience client participates in the designated interaction task, designated interaction information is sent to the live broadcast server, and the live broadcast server can determine how to adjust the object to be adjusted according to the designated interaction information sent by all the audience clients.
In some embodiments, the live server needs to acquire live content in time when the game is live. Optionally, the live broadcast server and the game server may communicate with each other by using an RTC communication protocol, and therefore, before the live broadcast stream starts to be transmitted, the live broadcast server may establish a communication connection of the RTC with the game server, where the communication connection is used to receive the game live content transmitted by the game server. Of course, the communication connection may also be used to transmit other interactive information between the live server and the game server, for example, an adjustment request for an object to be adjusted.
Step S120: and when the task condition of the specified interaction task is met, acquiring the adjustment content corresponding to the object to be adjusted based on the specified interaction information.
In the embodiment of the present application, the interactive task usually has a condition for ending the task, and the condition may be a task condition of the specified interactive task. The above task conditions may include: the duration of the task reaches the preset duration, the number of the appointed interaction information reaches the preset number, the score corresponding to the appointed exchange information reaches the preset score value and the like. The specific task conditions can be determined according to actual requirements and scenarios.
When the task condition of the specified interactive task is met, the live broadcast server can obtain the adjustment content corresponding to the object to be adjusted based on the received specified interactive information sent by all the audience client terminals. The live broadcast server can determine the adjustment content corresponding to the received interaction information according to the rule corresponding to the specified interaction task.
The rule corresponding to the specified interactive task can be determined according to different interactive tasks, and the specific rule may not be limited. For example, if the specified interactive task is an interactive task for adjusting a character skin, the rule may be to select a target skin corresponding to the skin and having the most specified interactive information, that is, the selected adjustment content is the target skin; for another example, if the specified interactive task is an interactive task for adjusting a game sound effect, the rule may be a target sound effect with the highest score of the specified interactive information corresponding to the selected sound effect, that is, the selected adjustment content is the target sound effect. The adjustment content of the object to be adjusted is determined through the designated interactive information sent by all the clients, so that all the clients can participate in the adjustment of the object to be adjusted by sending the designated interactive information, and the enthusiasm of the users for participating in the interactive tasks is improved.
Step S130: and adjusting the object to be adjusted in the live game content based on the adjustment content.
In this embodiment of the application, after determining the adjustment content, the live server may adjust an object to be adjusted in the game live content based on the adjustment content. The live broadcast server can adjust the content of the object to be adjusted into the determined adjustment content.
In some embodiments, the live broadcast server may adjust the object to be adjusted in the transmitted live game content by itself, or the live broadcast server may request the game server to adjust the object to be adjusted in the live game content. After the object to be adjusted in the live game content is adjusted, the live game content transmitted to all the spectator clients is the live game content after adjustment, if the object to be adjusted is an object (for example, character skin) related to the game picture, each frame of picture transmitted is an adjusted picture image, and if the object to be adjusted is an object (for example, game sound effect) related to the game sound, each frame of audio transmitted is an adjusted audio. Therefore, the audience client-sides participate in the interaction task together, the change of the object to be adjusted in the game live broadcast content seen by people is realized, the enthusiasm of the user participating in the live broadcast interaction is effectively improved, and the interactivity in the live broadcast process is further improved.
The live broadcast interaction method provided by the embodiment of the application can realize that the spectators can adjust the live broadcast content of the game transmitted to the spectator client through participating in the interaction task, and the enthusiasm of the spectators in participating in the interaction is improved, so that the interaction degree in the live broadcast is improved; moreover, the live broadcast server adjusts the live broadcast content of the game which needs to be transmitted to the audience client side for display, so that the game content of the anchor can not be influenced, namely the game experience of the anchor can not be influenced, and the audience can not influence the progress, fairness and the like of the game due to interactive tasks.
Referring to fig. 3, fig. 3 is a flowchart illustrating a live broadcast interaction method according to another embodiment of the present application. The live broadcast interaction method is applied to the live broadcast server, and will be described in detail with respect to the flow shown in fig. 3, where the live broadcast interaction method specifically includes the following steps:
step S210: in the live broadcast process of transmitting the game live broadcast content from the game server to the audience client, acquiring specified interactive information sent by the audience client, wherein the specified interactive information is used for participating in specified interactive tasks, and the specified interactive tasks comprise the adjustment of objects to be adjusted in the game live broadcast content.
Step S220: and when the task condition of the specified interaction task is met, acquiring the adjustment content corresponding to the object to be adjusted based on the specified interaction information.
In the embodiment of the present application, step S210 and step S220 may refer to the contents of the foregoing embodiments, and are not described herein again.
Step S230: and judging whether the object to be adjusted is a preset object, wherein the preset object is a preset object adjustable by the live broadcast server.
Because a game manufacturer usually protects some contents of the game, and can also provide some content modification authorities to the live broadcast server, the live broadcast server can modify corresponding contents in the game live broadcast contents. Therefore, the live server may be adjustable for a portion of the game content, and there is also a portion of the content that is not adjustable. In an embodiment of the present application, the objects that are adjustable by the live server may be preset for the live server to decide when adjusting the objects to be adjusted.
For example, since the skin, skill effect, and picture style of the game are very important, the game manufacturer generally does not disclose them to other manufacturers, and the game background sound effect is not so important, the preset objects may include game background sound effect, and the character skin, character skill effect, and picture style of the game character, which do not belong to the preset objects. For example, if the object to be adjusted is a character skin, the live broadcast server needs to send an adjustment request to the game server to request the game server to perform corresponding adjustment on the live broadcast content of the game.
In the embodiment of the application, the live broadcast server can judge whether the object to be adjusted is a preset object so as to determine whether the object needs to adjust the game live broadcast content through the game server. If the object to be adjusted is a preset object, the live broadcast server has the adjustment permission for the object to be adjusted in the game live broadcast content, and the object to be adjusted can be adjusted; if the object to be adjusted is not the preset object, the live broadcast server does not have the adjustment authority for the object to be adjusted in the game live broadcast content, namely, the object to be adjusted cannot be adjusted.
Step S240: and if the target is not a preset target, sending an adjustment request to the game server, wherein the adjustment request is used for requesting the game server to adjust the target to be adjusted in the live game content based on the adjustment content.
In this embodiment of the application, after determining whether the object to be adjusted is a preset object, if it is determined that the object to be adjusted is not the preset object, the live broadcast server may generate an adjustment request based on the adjustment content determined above, so that the adjustment request carries information of the adjustment content, for example, the object to be adjusted is a character skin, and the adjustment content is a skin a, the adjustment request may carry identification information of the skin a, so that the game server can know how to adjust the object to be adjusted after receiving the adjustment request. Correspondingly, after the game server receives the adjustment request, the object to be adjusted in the live game content can be adjusted based on the adjustment content.
In some implementations, the above adjustment request may only request that the game server make adjustments to the live game content provided to the spectator client, but not to the game content of the anchor client. For example, referring to fig. 4 and 5, in the scene of changing the character skin, if the current character in the game is character B, after the skin of character B is changed from skin B1 to skin B2 in the above manner, the skin of character B in the game interface 701 displayed on the device of the anchor is still skin B1, and the skin of character B in the live interface 702 displayed on the viewer client is changed B2.
Step S250: and receiving the adjusted live game content transmitted by the game server.
In the embodiment of the application, after the live broadcast server sends the adjustment request to the game server, the subsequently received live broadcast content of the game is the adjusted live broadcast content of the game, so that the adjustment of the live broadcast content provided to the audience client is completed.
Step S260: and if the target is a preset target, based on the adjustment content, locally adjusting the target to be adjusted in the game live broadcast content transmitted by the game server in the live broadcast server.
In this embodiment of the application, after determining whether the object to be adjusted is the preset object, if it is determined that the object to be adjusted is the preset object, the live broadcast server may locally adjust the object to be adjusted in the live game content transmitted by the game server based on the determined adjustment content, so that the live game content subsequently received by the audience and used for playing is the adjusted live game content.
In some embodiments, the live broadcast server may store various adjustment contents of each preset object, so as to locally adjust an object to be adjusted in the game live broadcast content. For example, if the preset object includes a character skin, the live broadcast server may store various character skins of the game; for another example, if the preset object includes a game sound effect, the live broadcast server may store various game sound effect data of the game.
Illustratively, when the object to be adjusted is a character skin, and the above determined adjustment content is a skin B, and when the live broadcast server locally adjusts the character skin in the game live broadcast content, the live broadcast server may detect the character in the game screen through an artificial intelligence technique, and then cover the skin B in a chartlet manner.
In some embodiments, if the object to be adjusted is a preset object, the live broadcast server may also regenerate corresponding adjustment content, replace the object to be adjusted in the game live broadcast content, and then obtain new game live broadcast content again. For example, the object to be adjusted is a character skin, the live broadcast server may detect a game character in the game screen, model the game character, recreate a skin corresponding to the adjustment content, replace the character skin in the original screen, and recode a new game screen.
The live broadcast interaction method provided by the embodiment of the application can realize that the spectators can adjust the live broadcast content of the game transmitted to the spectator client side by participating in the interaction task, so that the enthusiasm of the spectators in participating in the interaction is improved, and the interaction degree in the live broadcast is improved. In addition, the objects to be adjusted are divided into objects which can be adjusted in the live broadcast server and objects which cannot be adjusted in the live broadcast server, so that the adjustment of the live broadcast game content provided to the audience client can be realized under the condition that the game server needs to protect some game content.
Referring to fig. 6, fig. 6 is a flowchart illustrating a live interaction method according to another embodiment of the present application. The live broadcast interaction method is applied to the live broadcast server, and will be described in detail with respect to the flow shown in fig. 6, where the live broadcast interaction method specifically includes the following steps:
step S310: and acquiring a specified interactive task to be initiated in a live broadcast process of transmitting the live game content from the game server to the audience client.
Step S320: and sending task information of the specified interaction task to a spectator client, wherein the task information is used for indicating participation in the specified interaction task by sending the specified interaction information, and the specified interaction task comprises the adjustment of an object to be adjusted in the live game content.
In the embodiment of the application, in the live broadcasting process, the live broadcasting server can acquire the specified interactive task to be initiated and then publish the specified interactive task so that the user can participate in the specified interactive task.
In some embodiments, the anchor client may send a task request specifying an interactive task to the live server, and accordingly, the live server may receive the task request and send task information specifying the interactive task to each of the viewer clients in response to the task request. Therefore, the viewer client can display the task information to make the user know the relevant information of the specified interactive task, for example, referring to fig. 7, after the live broadcast server issues the specified interactive task, the live broadcast program displayed by the viewer client can include task information a1 to prompt the user to replace the role skin by swiping the gift.
Step S330: and acquiring the specified interactive information sent by the audience client.
Step S340: and when the task condition of the specified interaction task is met, determining the score of each candidate content in the plurality of candidate contents corresponding to the object to be adjusted based on the specified interaction information.
In the embodiment of the application, when the task condition of the specified interactive task is met, the live broadcast server may determine, based on the received specified interaction information, the adjustment content corresponding to the object to be adjusted, and may determine, according to the received specified interaction information, scores of contents for adjusting the object to be adjusted, so as to determine the adjustment content for adjusting the object to be adjusted this time. It can be understood that the content that each viewer wants to adjust is different, so when they send the specified interactive information, the supported or selected content is also different, and the enthusiasm of the user for participating in the interactive task can be improved by determining the scores of the candidate contents and then determining the final adjusted content according to the scores.
In some embodiments, the determining, by the live broadcast server, the score of each candidate content in the plurality of candidate contents corresponding to the object to be adjusted based on the received specified interaction information may include:
acquiring at least one of gift data, bullet screen quantity and voting data corresponding to each candidate content based on the received specified interactive information; and acquiring the score of each candidate content based on the interaction data corresponding to each candidate content. The candidate content is content that can be used for adjusting the object to be adjusted.
In this embodiment, the specified interactive information may be at least one of a gift given, a delivered barrage, and a vote. When the specified interactive information comprises various types of information, determining the score of each type of interactive information corresponding to each candidate content according to each type of interactive information; and then, giving weights to various types of interaction information, and carrying out weighted summation on the scores of the interaction information of each type of the candidate content to obtain the score of each candidate content. Taking the example that the specified interactive information comprises gifts and votes, determining the gift score of each candidate content according to the gift data, and determining the voting score of each candidate content according to the voting data; and then according to the weight of the gift data and the weight of the voting data, carrying out weighted summation on the gift score and the voting score of each candidate content to obtain the score of each candidate content. For example, if the gift data has a weight of 0.7 and the voting data has a weight of 0.3, the score of each candidate content may be: gift score 0.7+ vote score 0.2. The weights of various types of interaction information can be preset, and the specific weight size is not limited.
For the gift data, it can be converted into a score according to the total price of the gift; for the bullet screen data, the bullet screens containing the keywords of different candidate contents can be screened out, and then the bullet screens are converted into scores according to the number of the bullet screens; for the voting data, the voting data of each candidate content may be converted into a score.
In the above manner, when determining the scores of various types of interaction information according to the specified interaction information, if a certain type of interaction information further includes multiple types of data, the scores of the multiple types of data may be calculated respectively, and then the scores of the multiple types of data may be weighted and summed according to the preset weights of the various types of data to obtain the scores. For example, when the interactive information is a gift, the price of the gift is usually different, and the scores of different gifts may be proportional to the price thereof, that is, the more expensive the price is, the higher the weight corresponding to the score corresponding to the gift is, and in this way, the user may be effectively guided to give the gift.
Of course, the specific way of calculating the score of each candidate content may not be limited.
Step S350: and determining candidate contents meeting a preset score condition from the candidate contents based on the score of each candidate content, wherein the candidate contents are used as the adjustment contents corresponding to the object to be adjusted.
In this embodiment of the application, after determining the sum of the scores of each candidate content, the live broadcast server may determine, based on the score of each candidate content, a candidate content that meets a preset score condition from the plurality of candidate contents, and the selected candidate content may be used as an adjustment content corresponding to the object to be adjusted.
In some embodiments, the preset scoring condition may be that the score is the highest, that is, if a score corresponding to a certain candidate content is the highest, the candidate content is the adjusted content; the preset score condition may be that the score is greater than a target threshold, and the target threshold may be determined according to actually calculated scores of the candidate contents, or may be preset. Through the above manner, the scores of the candidate contents are calculated through the interaction information, and then the adjustment contents are determined, so that the enthusiasm of the user for participating in the interaction task can be effectively improved.
In some embodiments, after starting the specified interaction task, the live server may also calculate the score of each candidate content in real time and send the score condition to each viewer client, so that the viewer client knows the current score condition, so that the viewer can further participate in the interaction, and the interactivity is further improved. For example, referring to fig. 8, when the interaction task is designated as a skin replacement task, the viewer client may display the scores corresponding to the skins in the form of a spell bar a2 according to the scores corresponding to the skins sent by the live broadcast server, and the longer the spell bar is, the higher the score is, so that the viewer can know the score condition of the skins conveniently.
Step S360: and adjusting the object to be adjusted in the live game content based on the adjustment content.
In the embodiment of the present application, step S360 may refer to the contents of the foregoing embodiments, and is not described herein again.
The live broadcast interaction method provided by the embodiment of the application can realize that the spectators can adjust the live broadcast content of the game transmitted to the spectator client side by participating in the interaction task, so that the enthusiasm of the spectators in participating in the interaction is improved, and the interaction degree in the live broadcast is improved. In addition, when the live broadcast server determines the adjustment content, the score of each candidate content is determined according to the specified interaction information, and then the candidate content finally used for adjusting the object to be adjusted is determined according to the score, so that the user can participate in the interaction task more possibly, and the interactivity of the live broadcast process is improved.
Referring to fig. 9, fig. 9 is a flowchart illustrating a live broadcast interaction method according to still another embodiment of the present application. The live broadcast interaction method is applied to the game server, and will be described in detail with respect to the flow shown in fig. 9, and the live broadcast interaction method may specifically include the following steps:
step S410: when a main broadcasting client side broadcasts a game in a live mode, game content of the game is transmitted to the main broadcasting client side in real time, and the game live broadcast content of the game is transmitted to a live broadcast server for live broadcast.
Step S420: when an adjustment request sent by the live broadcast server is received, under the condition that the game content is not adjusted, an object to be adjusted in the game live broadcast content is adjusted based on the adjustment content carried in the adjustment request, wherein the adjustment content is determined according to interaction information sent by a spectator client when the live broadcast server meets a task condition of a specified interaction task.
In the embodiment of the application, the game server can transmit the game content to the anchor client according to the anchor live game and transmit the game live content for transmitting to the audience client to the live server. In the live broadcasting process, the method can realize that the spectators adjust the live broadcasting contents of the game transmitted to the spectator client side by participating in the interactive task, and improve the enthusiasm of the spectators in participating in the interaction, thereby improving the interaction degree in the live broadcasting. In addition, the game server adjusts the live game content provided to the audience client side, and does not adjust the live game content of the main player, so that the live game content can be adjusted under the condition of not influencing the live game content.
Referring to fig. 10, fig. 10 is a schematic flowchart illustrating a live interaction method according to yet another embodiment of the present application. The live broadcast interaction method is applied to a game live broadcast system, and the game live broadcast system comprises the following steps: a live server, a game server, a spectator client, and an anchor client. As will be described in detail with respect to the flow shown in fig. 10, the live broadcast interaction method may specifically include the following steps:
the anchor client executes step S510, and sends a game live broadcast request to the live broadcast server.
The live server performs step S520: and responding to the live broadcast request, and requesting the game server to transmit the game live broadcast content.
The game server executes step S530 to transmit the game content of the game to the anchor client in real time.
And the game server executes the step S540, and transmits the game live broadcast content of the game to the live broadcast server for live broadcast.
The live server executes step S550 to transmit the game live content from the game server to the viewer client.
The live broadcast server executes step S560 to obtain the specified interactive information sent by the viewer client.
And the live broadcast server executes the step S570, and when the task condition of the specified interaction task is met, based on the specified interaction information, obtains the adjustment content corresponding to the object to be adjusted.
The live server performs step S580 to send an adjustment request to the game server.
The game server executes step S590 to adjust the object to be adjusted in the live game content.
In some cloud game scenes with skin-changed interactive tasks, please refer to fig. 11 and 12, the game is actually run on the game server 200, and the anchor terminal 300 only receives the game audio and video stream transmitted by the game server 200, and simultaneously sends a control command to control the game, and sends the generated control data to the game server 200. In a live broadcast scene of a cloud game, the game server 200 is responsible for most processing and rendering work in the game, and then transmits a game stream picture for player interaction of the anchor to the anchor terminal 300 through a Real-Time Communication (RTC) transmission protocol, and game operation data generated by the anchor terminal 300 is also transmitted to the game server 200 in Real Time; the game runs on the game server 200, the anchor terminal 300 controls the game by sending a control instruction, and the game server 200 codes the audio and the picture of the game and then transmits the coded audio and the coded picture to the anchor terminal 300 and the live broadcast server 100 in real time through an RTC (real time communication) transmission protocol, so that the live broadcast scene of the cloud game is realized. In the live broadcast scene, since the live broadcast content comes from the game server 200, the live broadcast content is also customized secondarily, and the live broadcast game content is changed according to the interactive task participated by the audience, so that the live broadcast interest is improved, and the game experience of the main broadcast is not influenced.
When an interactive task of changing skins is carried out, the anchor client initiates a live game, and selects a game role to play the game; the game server sends the skin information of the character skin to the live broadcast server, wherein the skin information is generated according to the replaceable character skin of the current game character; the live broadcast server generates a corresponding gift according to the received skin information, so that audiences can vote for the favorite role skins by sending the gift to perform an interactive task, wherein the interactive task can be actively initiated by a main broadcast client and an audience client, or automatically initiated by a live broadcast server background; the audience client sends the corresponding gift, thereby realizing voting for the favorite role skin by sending the gift; the live broadcast server counts the skin with the highest score, specifically, gift data corresponding to each role skin in a specified time period can be counted, and the skin with the highest score is selected according to the gift data of the gift; if the skin with the highest score is consistent with the current skin, no processing is carried out, and the next round of voting is waited; if the highest scoring is not consistent with the current skin, the character skin is replaced.
In the scene, the game server can produce different replaceable role skins, so that the live broadcast content is richer and more interesting; spectators can change the live broadcast content of the game by sending gifts, so that the spectators have more participation; in the traditional live game, only when the main broadcast plays a wonderful operation, the audience can send gifts spontaneously, and the scheme can initiate the audience to vote for the favorite skin by sending the gifts, so that the nodes for sending the gifts by the audience are increased; in addition, the game server can respectively push different game pictures for the anchor and the live broadcast server, the picture seen by the anchor is not changed while the live broadcast game picture is deeply customized, the interest of live broadcast is increased, and the normal game experience of the anchor is not influenced.
Referring to fig. 13, a block diagram of a live interactive device 400 according to an embodiment of the present application is shown. The live interactive device 400 applies the above-mentioned live server, and the live interactive device 400 includes: an information acquisition module 410, a content acquisition module 420, and a content adjustment module 430. The information obtaining module 410 is configured to obtain specified interaction information sent by a spectator client in a live broadcast process of transmitting live game content from a game server to the spectator client, where the specified interaction information is used to participate in a specified interaction task, and the specified interaction task includes adjusting an object to be adjusted in the live game content; the content obtaining module 420 is configured to obtain, based on the specified interaction information, an adjustment content corresponding to the object to be adjusted when a task condition of the specified interaction task is satisfied; the content adjusting module 430 is configured to adjust the object to be adjusted in the live game content based on the adjustment content.
In some embodiments, the content adjustment module 430 may be specifically configured to: sending an adjustment request to the game server, wherein the adjustment request is used for requesting the game server to adjust the object to be adjusted in the live game content based on the adjustment content; and receiving the adjusted live game content transmitted by the game server.
In this embodiment, the content adjustment module 430 may further be configured to: judging whether the object to be adjusted is a preset object or not, wherein the preset object is a preset object adjustable by the live broadcast server; and if the game server is not the preset object, executing the step of sending the adjustment request to the game server.
In this embodiment, the content adjustment module 430 may further be configured to: and if the target is a preset target, based on the adjustment content, locally adjusting the target to be adjusted in the game live broadcast content transmitted by the game server in the live broadcast server.
In some embodiments, the content obtaining module 420 may be specifically configured to: determining a score of each candidate content in a plurality of candidate contents corresponding to the object to be adjusted based on the specified interaction information; and determining candidate contents meeting a preset score condition from the candidate contents based on the score of each candidate content, wherein the candidate contents are used as the adjustment contents corresponding to the object to be adjusted.
In this embodiment, the determining, by the content obtaining module 420, a score of each candidate content in the plurality of candidate contents corresponding to the object to be adjusted based on the specified interaction information may include: acquiring at least one of gift data, bullet screen quantity and voting data corresponding to each candidate content based on the specified interactive information; and acquiring the score of each candidate content based on the interaction data corresponding to each candidate content.
In some embodiments, the live interaction apparatus 400 may further include: and a connection establishing module. The connection establishing module is used for establishing communication connection of an instant messaging (RTC) with the game server before acquiring specified interactive information sent by the spectator client in the process of transmitting the live game content transmitted by the game server to the spectator client for live broadcast, wherein the communication connection is used for receiving the live game content transmitted by the game server.
In some embodiments, the live interaction apparatus 400 may further include: the task sending module is used for sending the task to the task obtaining module. The task acquisition module is used for acquiring a specified interactive task to be initiated; and the task sending module is used for sending task information of the specified interactive task to a viewer client, and the task information is used for indicating participation in the specified interactive task by sending the specified interactive information.
In some embodiments, the object to be adjusted may include a character skin, a character equipment, a character skill special effect, a game background sound effect, or a game picture style.
Referring to fig. 14, a block diagram of a live interactive apparatus 500 according to another embodiment of the present application is shown. The live broadcast interactive device 500 uses the live broadcast server, and the live broadcast interactive device 500 includes: a content transmission module 510 and a request response module 520, where the content transmission module 510 is configured to transmit game content of a game to an anchor client in real time when the anchor client broadcasts the game live, and transmit game live content of the game to a live broadcast server for live broadcast; the request response module 520 is configured to, when receiving an adjustment request sent by the live broadcast server, adjust an object to be adjusted in the live broadcast content based on adjustment content carried in the adjustment request without adjusting the game content, where the adjustment content is determined by interaction information sent by a viewer client when the live broadcast server meets a task condition of a specified interaction task.
It can be clearly understood by those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described apparatuses and modules may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, the coupling between the modules may be electrical, mechanical or other type of coupling.
In addition, functional modules in the embodiments of the present application may be integrated into one processing module, or each of the modules may exist alone physically, or two or more modules are integrated into one module. The integrated module can be realized in a hardware mode, and can also be realized in a software functional module mode.
In summary, according to the scheme provided by the application, in the live broadcast process of transmitting the game live broadcast content from the game server to the spectator client, the appointed interaction information sent by the spectator client is obtained, the appointed interaction information is used for participating in the appointed interaction task, the appointed interaction task comprises an object to be adjusted in the adjustment game live broadcast content, when the task condition of the appointed interaction task is met, the adjustment content corresponding to the object to be adjusted is obtained based on the appointed interaction information, and the object to be adjusted in the game live broadcast content is adjusted based on the adjustment content. Therefore, the method can realize that the spectators adjust the live game content transmitted to the spectator client through participating in the interactive task, and improve the enthusiasm of the spectators participating in the interaction, thereby improving the interaction degree in the live broadcast.
Referring to fig. 15, a block diagram of a live broadcast server according to an embodiment of the present application is shown. The live server 100 may be a conventional server, a cloud server, or the like. The live server 100 in the present application may include one or more of the following components: a processor 110, a memory 120, and one or more applications, wherein the one or more applications may be stored in the memory 120 and configured to be executed by the one or more processors 110, the one or more programs configured to perform a method as described in the aforementioned method embodiments.
Processor 110 may include one or more processing cores. The processor 110 interfaces with various interfaces and lines to various parts throughout the live server 100 to perform various functions of the live server 100 and process data by executing or executing instructions, programs, code sets, or instruction sets stored in the memory 120 and invoking data stored in the memory 120. Alternatively, the processor 110 may be implemented in hardware using at least one of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). The processor 110 may integrate one or more of a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a modem, and the like. Wherein, the CPU mainly processes an operating system, a user interface, an application program and the like; the GPU is used for rendering and drawing display content; the modem is used to handle wireless communications. It is understood that the modem may not be integrated into the processor 110, but may be implemented by a communication chip.
The Memory 120 may include a Random Access Memory (RAM) or a Read-Only Memory (Read-Only Memory). The memory 120 may be used to store instructions, programs, code sets, or instruction sets. The memory 120 may include a stored program area and a stored data area, wherein the stored program area may store instructions for implementing an operating system, instructions for implementing at least one function (such as a touch function, a sound playing function, an image playing function, etc.), instructions for implementing various method embodiments described below, and the like. The storage data area may also store data created by the live server 100 in use (e.g., phone book, audio-video data, chat log data), and the like.
Referring to fig. 16, a block diagram of a game server according to an embodiment of the present application is shown. The game server 200 may be a conventional server, a cloud server, or the like. The game server 200 in the present application may include one or more of the following components: a processor 210, a memory 220, and one or more applications, wherein the one or more applications may be stored in the memory 220 and configured to be executed by the one or more processors 210, the one or more programs configured to perform a method as described in the aforementioned method embodiments.
Processor 210 may include one or more processing cores. The processor 210 connects various parts within the entire game server 200 using various interfaces and lines, and performs various functions of the game server 200 and processes data by executing or executing instructions, programs, code sets, or instruction sets stored in the memory 220, and calling data stored in the memory 220. Alternatively, the processor 210 may be implemented in hardware using at least one of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). The processor 210 may integrate one or more of a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a modem, and the like. Wherein, the CPU mainly processes an operating system, a user interface, an application program and the like; the GPU is used for rendering and drawing display content; the modem is used to handle wireless communications. It is understood that the modem may not be integrated into the processor 210, but may be implemented by a communication chip.
The Memory 220 may include a Random Access Memory (RAM) or a Read-Only Memory (Read-Only Memory). The memory 220 may be used to store instructions, programs, code, sets of codes, or sets of instructions. The memory 220 may include a stored program area and a stored data area, wherein the stored program area may store instructions for implementing an operating system, instructions for implementing at least one function (such as a touch function, a sound playing function, an image playing function, etc.), instructions for implementing various method embodiments described below, and the like. The storage data area may also store data created by the game server 200 in use (such as a phonebook, audio-video data, chat log data), and the like.
Referring to fig. 17, a block diagram of a computer-readable storage medium according to an embodiment of the present application is shown. The computer-readable medium 800 has stored therein a program code that can be called by a processor to execute the method described in the above-described method embodiments.
The computer-readable storage medium 800 may be an electronic memory such as a flash memory, an EEPROM (electrically erasable programmable read only memory), an EPROM, a hard disk, or a ROM. Alternatively, the computer-readable storage medium 800 includes a non-volatile computer-readable storage medium. The computer readable storage medium 800 has storage space for program code 810 to perform any of the method steps of the method described above. The program code can be read from or written to one or more computer program products. The program code 810 may be compressed, for example, in a suitable form.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solutions of the present application, and not to limit the same; although the present application has been described in detail with reference to the foregoing embodiments, it will 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 necessarily depart from the spirit and scope of the corresponding technical solutions in the embodiments of the present application.

Claims (15)

1. A live broadcast interaction method is applied to a live broadcast server, and comprises the following steps:
in the live broadcast process of transmitting the game live broadcast content from the game server to the audience client, acquiring specified interactive information sent by the audience client, wherein the specified interactive information is used for participating in specified interactive tasks, and the specified interactive tasks comprise the adjustment of objects to be adjusted in the game live broadcast content;
when the task condition of the specified interaction task is met, acquiring the adjustment content corresponding to the object to be adjusted based on the specified interaction information;
and adjusting the object to be adjusted in the live game content based on the adjustment content.
2. The method of claim 1, wherein the adjusting the object to be adjusted in the live game content based on the adjustment content comprises:
sending an adjustment request to the game server, wherein the adjustment request is used for requesting the game server to adjust the object to be adjusted in the live game content based on the adjustment content;
and receiving the adjusted live game content transmitted by the game server.
3. The method of claim 2, wherein prior to said sending an adjustment request to the game server based on the object to be adjusted, the method further comprises:
judging whether the object to be adjusted is a preset object or not, wherein the preset object is a preset object adjustable by the live broadcast server;
and if the game server is not the preset object, executing the step of sending the adjustment request to the game server.
4. The method of claim 3, wherein the adjusting the object to be adjusted in the live game content based on the adjustment content further comprises:
and if the target is a preset target, based on the adjustment content, locally adjusting the target to be adjusted in the game live broadcast content transmitted by the game server in the live broadcast server.
5. The method according to claim 1, wherein the obtaining of the adjustment content corresponding to the object to be adjusted based on the specified interaction information includes:
determining a score of each candidate content in a plurality of candidate contents corresponding to the object to be adjusted based on the specified interaction information;
and determining candidate contents meeting a preset score condition from the candidate contents based on the score of each candidate content, wherein the candidate contents are used as the adjustment contents corresponding to the object to be adjusted.
6. The method of claim 5, wherein the determining a score for each candidate content of a plurality of candidate contents corresponding to the object to be adjusted based on the specified interaction information comprises:
acquiring at least one of gift data, bullet screen quantity and voting data corresponding to each candidate content based on the specified interactive information;
and acquiring the score of each candidate content based on the interaction data corresponding to each candidate content.
7. The method of any one of claims 1-6, wherein before the obtaining of the specified interaction information sent by the spectator client during the live transmission of the game live content transmitted by the game server to the spectator client, the method further comprises:
and establishing communication connection of an instant messaging (RTC) with the game server, wherein the communication connection is used for receiving the live game content transmitted by the game server.
8. The method of any of claims 1-6, wherein prior to said obtaining the specified interaction information sent by the viewer client, the method further comprises:
acquiring a designated interactive task to be initiated;
and sending task information of the specified interactive task to a client of the audience, wherein the task information is used for indicating participation in the specified interactive task by sending the specified interactive information.
9. The method according to any one of claims 1 to 6, wherein the object to be adjusted comprises a character skin, a character equipment, a character skill special effect, a game background sound effect or a game picture style.
10. A live broadcast interaction method is applied to a game server, and comprises the following steps:
when a main broadcasting client side broadcasts a game in a live mode, game content of the game is transmitted to the main broadcasting client side in real time, and the game live broadcast content of the game is transmitted to a live broadcast server for live broadcast;
when an adjustment request sent by the live broadcast server is received, under the condition that the game content is not adjusted, an object to be adjusted in the game live broadcast content is adjusted based on the adjustment content carried in the adjustment request, wherein the adjustment content is determined according to interaction information sent by a spectator client when the live broadcast server meets a task condition of a specified interaction task.
11. A live broadcast interaction device is applied to a live broadcast server, and comprises: an information acquisition module, a content acquisition module and a content adjustment module, wherein,
the information acquisition module is used for acquiring specified interactive information sent by a spectator client in a live broadcast process of transmitting live game content from a game server to the spectator client, wherein the specified interactive information is used for participating in specified interactive tasks, and the specified interactive tasks comprise the adjustment of objects to be adjusted in the live game content;
the content acquisition module is used for acquiring the adjustment content corresponding to the object to be adjusted based on the specified interaction information when the task condition of the specified interaction task is met;
the content adjusting module is used for adjusting the object to be adjusted in the game live content based on the adjusting content.
12. A live broadcast interaction device is applied to a game server, and comprises: a content transmission module and a request response module, wherein,
the content transmission module is used for transmitting the game content of a game to an anchor client in real time when the anchor client broadcasts the game in a live mode, and transmitting the game live broadcast content of the game to a live broadcast server for live broadcast;
the request response module is used for adjusting an object to be adjusted in the game live content based on the adjustment content carried in the adjustment request when the adjustment request sent by the live server is received and the game content is not adjusted, wherein the adjustment content is determined by the live server according to interaction information sent by a spectator client when the task condition of a specified interaction task is met.
13. A live server, comprising:
one or more processors;
a memory;
one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, the one or more programs configured to perform the method of any of claims 1-9.
14. A game server, comprising:
one or more processors;
a memory;
one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, the one or more programs configured to perform the method of claim 10.
15. A computer-readable storage medium, having stored thereon program code that can be invoked by a processor to perform the method according to any one of claims 1 to 10.
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CN113453029A (en) * 2021-05-28 2021-09-28 广州方硅信息技术有限公司 Live broadcast interaction method, server and storage medium
CN113784155A (en) * 2021-08-12 2021-12-10 阿里巴巴达摩院(杭州)科技有限公司 Data processing method and device based on live broadcast room
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