CN114095548A - Multi-person voice collaboration system based on communication network - Google Patents

Multi-person voice collaboration system based on communication network Download PDF

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Publication number
CN114095548A
CN114095548A CN202111365463.4A CN202111365463A CN114095548A CN 114095548 A CN114095548 A CN 114095548A CN 202111365463 A CN202111365463 A CN 202111365463A CN 114095548 A CN114095548 A CN 114095548A
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China
Prior art keywords
network
module
component
game
voice
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CN202111365463.4A
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Chinese (zh)
Inventor
高强
张凤晓
赵维康
洪作鑫
高洪涛
那丹彤
徐远哲
张执明
许钊
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Sergeant School Academy Of Armored Forces Pla
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Sergeant School Academy Of Armored Forces Pla
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Priority to CN202111365463.4A priority Critical patent/CN114095548A/en
Publication of CN114095548A publication Critical patent/CN114095548A/en
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    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances
    • G09B5/06Electrically-operated educational appliances with both visual and audible presentation of the material to be studied
    • G09B5/065Combinations of audio and video presentations, e.g. videotapes, videodiscs, television systems
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances
    • G09B5/08Electrically-operated educational appliances providing for individual presentation of information to a plurality of student stations
    • G09B5/10Electrically-operated educational appliances providing for individual presentation of information to a plurality of student stations all student stations being capable of presenting the same information simultaneously
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/80Responding to QoS
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M9/00Arrangements for interconnection not involving centralised switching
    • H04M9/08Two-way loud-speaking telephone systems with means for conditioning the signal, e.g. for suppressing echoes for one or both directions of traffic
    • H04M9/082Two-way loud-speaking telephone systems with means for conditioning the signal, e.g. for suppressing echoes for one or both directions of traffic using echo cancellers

Abstract

A multi-person voice collaboration system based on a communication network comprises: the bottom API module is used for data transmission and bottom configuration; sending information and information serialization to a connection management module through a bottom API module, wherein the connection management module is used for taking charge of network client management and network server management; the object state and behavior module is used for processing the network identity and the network behavior; the object life cycle module is used for managing network scenes and client scenes; the engine integration module is used for integrating all components including the network position component, the network animation component and the network distance checking component; the technical key points are that a vivid voice interaction scene is established and is presented through an audio equipment system on a computer to give the students a feeling of being personally on the scene, so that the learning interest of the students is stimulated, and the manual operation capability of the students is improved; the system supports multiple persons to study on the spot at the same time, breaks through the limitation of traditional education and improves teaching efficiency.

Description

Multi-person voice collaboration system based on communication network
Technical Field
The invention belongs to the technical field of digital media, and particularly relates to a multi-user voice collaboration system based on a communication network.
Background
With the continuous development of virtual reality technology and digital media technology, the attention of the game industry is increasing, the digital game economy has a certain proportion in the overall economy, a plurality of engine platforms are developed at present, and unity is favored by the market due to the characteristics of cross-platform property, easy operability, excellent performance and the like.
Currently, the gaming industry is evolving from traditional 2D/2.5D games, stand-alone games, to emerging 3D games and online network games, with the rise in 3D games and online games accompanied by changes in technology and algorithms. The traditional 2D path searching method is not suitable for 3D scenes, so that the corresponding path searching method needs to be changed or redesigned.
The game digital industry plays an important role in the development of digital economy, the current design and development of single games are more, the design of multi-player online 3D network games is relatively less, the network communication principle is combined, the unity3D is used as the basis, the MVC architecture is adopted, and the multi-player online games are designed and realized. Aiming at the problem of consistency of online player scenes, communication protocols such as position synchronization and scene synchronization are provided. Due to network delays, it is difficult for the system to achieve real-time, accurate player position synchronization.
Disclosure of Invention
The invention aims to overcome the defects of the prior art and provides a multi-user voice collaboration system based on a communication network.
In order to achieve the purpose, the invention adopts the following technical scheme:
a multi-person voice collaboration system based on a communication network comprises:
the bottom API module is used for data transmission and bottom configuration;
sending information and information serialization to a connection management module through a bottom API module, wherein the connection management module is used for taking charge of network client management and network server management;
the object state and behavior module is used for processing the network identity and the network behavior;
the object life cycle module is used for managing network scenes and client scenes;
the engine integration module is used for integrating all components including the network position component, the network animation component and the network distance checking component; and
a voice system module comprising a hardware detection component, an active call component, and an echo cancellation component.
Preferably, in the underlying API module,
the method supports the following modes for carrying out bottom layer transmission, and the specific modes comprise: TCP, UDP, and data streaming.
Preferably, in the connection management module,
when the system is in charge of network client management and network server management, the system comprises the use, synthesis and coordination of hardware and software, and can monitor, test, configure, analyze, evaluate and control network resources.
Preferably, in the object lifecycle module,
the game object in the scene controls the concrete behavior through the script, the game needs to be operated through the connection management module when controlling the game, the game needs to be managed through the network hall when controlling the player, the management of the network hall is taken as a temporary transfer area before the player formally enters the game,
in this zone, the specific actions controlled by the player are: setting options and preparing before starting the game; meanwhile, the network lobby management can limit the number of the players to join, support other players with limited numbers on each client in the multi-player game, prevent the players from joining when the game is in progress, ensure the preparation state of each player, start the game under the condition that the players are prepared, and set data of each player, rejoin the network lobby when the game is finished, provide virtual functions of events of the network lobby for developers to develop custom logic, and provide user interfaces for interaction of the network lobby.
Preferably, in the engine integration module,
a network location component: an object in the scene between each player that requires synchronization information, including but not limited to position, animated objects, that collects the information and synchronizes the information between multiple players;
a network animation component: the system is used for making dynamic pictures and static pictures in a game scene;
a network distance checking component: for detecting spacing information between two or more players.
Preferably, in the speech system module,
hardware detection component: after a program in a communication network starts to execute, calling a system interface in a background, detecting hardware equipment connected with the current computer equipment, finding the hardware equipment responsible for audio input and output, and accessing the hardware equipment into software;
activating the call component: activating a conversation function through a keyboard key, activating voice when the key is pressed down, and releasing the key to disable the voice;
an echo cancellation component: a silence compression technique is employed for echo cancellation in voice calls.
Compared with the prior art, the invention provides a multi-user voice cooperative system based on a communication network, which has the following beneficial effects:
the invention adopts low-delay, real-time voice communication and high-efficiency voice coding, so that a plurality of chat processes coexist, the private message function sends information to individual players, the voice is started to close and close the function, and the push button is pressed to activate the communication, so that echo is eliminated.
Firstly, a vivid voice interaction scene is established and presented through an audio equipment system on a computer, and a student feels personally on the scene, so that the learning interest of the student is stimulated, and the hands-on operation capability of the student is improved;
secondly, the system supports multiple people (can satisfy 100 people) to study on the spot at the same time, breaks through the limitation of traditional education, and improves the teaching efficiency.
Drawings
FIG. 1 is a schematic diagram of a communication network architecture according to the present invention;
FIG. 2 is a diagram illustrating a user communication state according to the present invention;
fig. 3 is a second schematic diagram of the user communication state in the present invention.
Detailed Description
The following further describes a specific embodiment of the multi-user voice collaboration system based on the communication network according to fig. 1. The multi-user voice collaboration system based on the communication network of the present invention is not limited to the following description of the embodiments.
This embodiment provides a specific structure of a multi-user voice collaboration system based on a communication network, as shown in fig. 1, a multi-user voice collaboration system based on a communication network includes:
the bottom API module is used for data transmission and bottom configuration;
sending information and information serialization to a connection management module through a bottom API module, wherein the connection management module is used for taking charge of network client management and network server management;
transmitting information and information serialization: the data reading and writing device is responsible for communication connection, data reading and data writing;
serialization: which is a process of converting state information of an object into a form that can be stored or transmitted. During serialization, the object writes its current state to a temporary or persistent store; the object may later be recreated by reading or deserializing the state of the object from storage.
The object state and behavior module is used for processing the network identity and the network behavior;
the object life cycle module is used for managing network scenes and client scenes;
the engine integration module is used for integrating all components including the network position component, the network animation component and the network distance checking component; and
a voice system module comprising a hardware detection component, an active call component, and an echo cancellation component.
By adopting the technical scheme:
the invention adopts low-delay, real-time voice communication and high-efficiency voice coding, so that a plurality of chat processes coexist, the private message function sends information to individual players, the voice is started to close and close the function, and the push button is pressed to activate the communication, so that echo is eliminated.
Firstly, a vivid voice interaction scene is established and is presented through an audio equipment system on a computer, and students are provided with a feeling of being personally on the scene, so that the learning interest of the students is stimulated, and the manual operation capability of the students is improved;
secondly, the system supports multiple people (can satisfy 100 people) to study on the spot at the same time, breaks through the limitation of traditional education, and improves the teaching efficiency.
In particular, the method comprises the following steps of,
by adopting a communication network architecture and a real-time voice system, the network becomes simple, concise and maintainable;
the local area network type network is supported, the coverage area of the local area network is generally within thousands of meters of a square circle, and the local area network type network has the characteristics of convenience and quickness in installation, cost saving, convenience in expansion and the like, so that the local area network type network is widely applied to various offices;
the local area network can realize functions of file management, application software sharing, printer sharing and the like, and can effectively protect data security and ensure normal and stable operation of the local area network by maintaining the security of the local area network in the using process;
a server may support hundreds of clients running simultaneously.
In the bottom-level API module, the API module,
the method supports the following modes for carrying out bottom layer transmission, and the specific modes comprise: TCP, UDP, and data streaming; the method specifically comprises the following steps:
TCP: the transmission control protocol is a connection-oriented, reliable, byte stream-based transport layer communication protocol, defined by RFC 793 of the IETF;
TCP aims to adapt to layered protocol hierarchies that support multi-network applications; reliable communication services are provided by means of TCP between pairs of processes in host computers connected to different but interconnected computer communication networks; TCP assumes that it can obtain simple, possibly unreliable datagram service from lower level protocols; in principle, TCP should be able to operate over a variety of communication systems connected from hard wire to packet switched or circuit switched networks;
UDP: the Internet protocol suite supports a connectionless transport protocol known as the user datagram protocol; UDP provides a method for applications to send encapsulated IP packets without establishing a connection;
data stream transmission: a data stream is an ordered set of data sequences of bytes having a start point and an end point; including an input stream and an output stream.
Data streams were originally conceived as a concept used in the field of communications and represent a sequence of digitally encoded signals of information used in transmission.
In the connection management module,
when the system is in charge of network client management and network server management, the system comprises the use, synthesis and coordination of hardware and software, and can monitor, test, configure, analyze, evaluate and control network resources.
This allows to meet some requirements of the network, such as real-time performance, quality of service, etc., at a reasonable price. In addition, when the network fails, the system can report and process in time, and can coordinate and maintain the efficient operation of the network system.
In the object life-cycle module,
the game object in the scene controls the concrete behavior through the script, the game needs to be operated through the connection management module when controlling the game, the game needs to be managed through the network hall when controlling the player, the management of the network hall is taken as the temporary transfer area before the player formally enters the game,
in this zone, the specific actions controlled by the player are: setting options and preparing before starting the game; meanwhile, the network lobby management can limit the number of the players to join, support other players with limited numbers on each client in the multi-player game, prevent the players from joining when the game is in progress, ensure the preparation state of each player, start the game under the condition that the players are prepared, and set data of each player, rejoin the network lobby when the game is finished, provide virtual functions of events of the network lobby for developers to develop custom logic, and provide user interfaces for interaction of the network lobby.
In the engine-integration module,
a network location component: an object in the scene between each player that requires synchronization information, including but not limited to position, animated objects, that collects the information and synchronizes the information between multiple players;
a network animation component: the system is used for making dynamic pictures and static pictures in a game scene;
a network distance checking component: for detecting spacing information between two or more players.
In the voice system module,
hardware detection component: after a program in a communication network starts to execute, calling a system interface at a background, detecting hardware equipment connected with the current computer equipment, finding out the hardware equipment responsible for audio input and output, and accessing the hardware equipment into software;
specifically, when the player speaks, the software invokes the audio input device, such as: a microphone for receiving a player's voice, the voice being streamed into the software; the data stream is output to an audio output device, such as a speaker, a sound box, or headphones, which outputs sound to the player.
When voice collaboration is carried out, a voice transmission rule is required to be formulated:
by default, when a player speaks, no one will hear them, and you need to set where to send the sound at the speaking end and where to receive the sound at the listening end before the players can communicate. Where to send is controlled by the "voice broadcast trigger" component and where to receive is controlled by the "voice receive trigger" component.
The "voice broadcast trigger" not only controls who sends where, it also controls when the voice is transmitted to a given target. This is called "activation" and is further divided into two parts: whether the user wants to speak and whether the user is allowed to speak.
Activating the call component: activating a conversation function through a keyboard key, activating voice when the key is pressed down, and releasing the key to disable the voice;
in particular, the "active mode" setting on the "voice broadcast trigger" determines how the user indicates whether they want to speak, which can be set as: "none", "voice activation" and "push-to-talk".
The "trigger activation" setting is set by: if the user is allowed to speak, an associated trigger volume may enable and disable the broadcast because of the volume the player moves in and out. This can be used to create areas in the scene that the player needs to stand inside to be heard (e.g., close-range chat).
An echo cancellation component: a mute compression technology is adopted for eliminating echo in voice call;
in particular, echo cancellation is a process of canceling echo in a voice call to improve call quality. Echo cancellation is often required due to echo generation by voice compression techniques and packet processing delays. Both types of voiced echo and mixed echo.
Echo cancellation not only improves speech quality, but also reduces the bandwidth occupied by the application of silence compression techniques.
As shown in fig. 2, the figure specifically describes the process of two users making a call by voice;
as shown in fig. 3, from which follows: user 1 and user 2 talk, user 2 and user 3 talk, and user 1 and user 3 cannot talk.
The foregoing is a more detailed description of the invention in connection with specific preferred embodiments and it is not intended that the invention be limited to these specific details. For those skilled in the art to which the invention pertains, several simple deductions or substitutions can be made without departing from the spirit of the invention, and all shall be considered as belonging to the protection scope of the invention.

Claims (6)

1. A multi-user voice collaboration system based on a communication network is characterized by comprising:
the bottom API module is used for data transmission and bottom configuration;
sending information and information serialization to a connection management module through a bottom API module, wherein the connection management module is used for taking charge of network client management and network server management;
the object state and behavior module is used for processing the network identity and the network behavior;
the object life cycle module is used for managing network scenes and client scenes;
the engine integration module is used for integrating all components including the network position component, the network animation component and the network distance checking component; and
a voice system module comprising a hardware detection component, an active call component, and an echo cancellation component.
2. The multi-user voice collaboration system as claimed in claim 1, wherein: in the underlying API module in question,
the method supports the following modes for carrying out bottom layer transmission, and the specific modes comprise: TCP, UDP, and data streaming.
3. The multi-user voice collaboration system as claimed in claim 1, wherein: in the connection management module, the connection management module is provided with a connection management module,
when the system is in charge of network client management and network server management, the system comprises the use, synthesis and coordination of hardware and software, and can monitor, test, configure, analyze, evaluate and control network resources.
4. The multi-user voice collaboration system as claimed in claim 1, wherein: in the object life-cycle module,
the game object in the scene controls the concrete behavior through the script, the game needs to be operated through the connection management module when controlling the game, the game needs to be managed through the network hall when controlling the player, the management of the network hall is taken as the temporary transfer area before the player formally enters the game,
in this zone, the specific actions controlled by the player are: setting options and preparing before starting the game; meanwhile, the network lobby management can limit the number of the players to join, support other players with limited numbers on each client in the multi-player game, prevent the players from joining when the game is in progress, ensure the preparation state of each player, start the game under the condition that the players are prepared, and set data of each player, rejoin the network lobby when the game is finished, provide virtual functions of events of the network lobby for developers to develop custom logic, and provide user interfaces for interaction of the network lobby.
5. The multi-user voice collaboration system as claimed in claim 1, wherein: in the engine-integration module,
a network location component: an object in the scene between each player that requires synchronization information, including but not limited to position, animated objects, that collects the information and synchronizes the information between multiple players;
a network animation component: the system is used for making dynamic pictures and static pictures in a game scene;
a network distance checking component: for detecting spacing information between two or more players.
6. A multi-user voice collaboration system as claimed in claim 1 wherein: in the voice system module, the voice system module is provided with a voice input module,
hardware detection component: after a program in a communication network starts to execute, calling a system interface at a background, detecting hardware equipment connected with the current computer equipment, finding out the hardware equipment responsible for audio input and output, and accessing the hardware equipment into software;
activating the call component: activating a conversation function through a keyboard key, activating voice when the key is pressed down, and releasing the key to disable the voice;
an echo cancellation component: a silence compression technique is employed for echo cancellation in voice calls.
CN202111365463.4A 2021-11-18 2021-11-18 Multi-person voice collaboration system based on communication network Pending CN114095548A (en)

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