CN118102039A - Game sound adjusting method and device, electronic equipment and storage medium - Google Patents

Game sound adjusting method and device, electronic equipment and storage medium Download PDF

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Publication number
CN118102039A
CN118102039A CN202410199515.2A CN202410199515A CN118102039A CN 118102039 A CN118102039 A CN 118102039A CN 202410199515 A CN202410199515 A CN 202410199515A CN 118102039 A CN118102039 A CN 118102039A
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sound
target
determining
game
target game
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马士杰
朱雨君
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202410199515.2A priority Critical patent/CN118102039A/en
Publication of CN118102039A publication Critical patent/CN118102039A/en
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Abstract

The application provides a method, a device, electronic equipment and a storage medium for adjusting game sound, wherein the method comprises the steps of determining a sound playing mode of a target game to be adjusted, wherein the sound playing mode comprises a loudspeaker mode; responding to the sound playing mode of the target game as a loudspeaker mode, and determining the target number of sound sources corresponding to the sound of the target game; adjusting the sound of the target game based on the target number and the preset limit number, and eliminating sound interference in the game by limiting the number of playable sound sources of the loud speakers so as to ensure the definition of the sound heard by the player, thereby achieving the effect of being less or more; meanwhile, confusion of understanding generated when the human ear receives a large amount of different sounds simultaneously can be reduced.

Description

Game sound adjusting method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of map generation, and in particular, to a method and apparatus for adjusting game sound, an electronic device, and a storage medium.
Background
This section is intended to provide a background or context to the embodiments of the application that are recited in the claims. The description herein is not admitted to be prior art by inclusion in this section.
At present, game sound becomes an indispensable part in many games, and play quality of the game sound directly influences evaluation of the games by users. Typically, when a game is run by a terminal device, sound may be played through speakers carried by the terminal device or headphones configured for the terminal device. However, since the effect of playing sound is different between the earphone and the speaker of the terminal device, the playing effect of the earphone is better than that of the speaker. Therefore, when playing game sounds using the speaker of the terminal device itself, the user often cannot completely experience the sound effects originally designed by the game designer.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method, an apparatus, an electronic device, and a storage medium for adjusting game sound.
Based on the above object, the present application provides a method for adjusting game sound, comprising:
Determining a sound playing mode of a target game to be adjusted, wherein the sound playing mode comprises a loudspeaker mode;
Responding to the sound playing mode of the target game as a loudspeaker mode, and determining the target number of sound sources corresponding to the sound of the target game;
And adjusting the sound of the target game based on the target number and a preset limit number.
Based on the same inventive concept, exemplary embodiments of the present application also provide a game sound adjusting apparatus, including:
The system comprises a determining module, a judging module and a display module, wherein the determining module is used for determining a sound playing mode of a target game to be adjusted, and the sound playing mode comprises a loudspeaker mode;
A sound source module, which is used for determining the target number of sound sources corresponding to the sound of the target game in response to the sound playing mode of the target game being a loudspeaker mode;
And the adjusting module is used for adjusting the sound of the target game based on the target quantity and the preset limiting quantity.
Based on the same inventive concept, the exemplary embodiments of the present application also provide an electronic device including a memory, a processor, and a computer program stored on the memory and executable by the processor, the processor implementing the method of adjusting game sound as described above when executing the program.
Based on the same inventive concept, exemplary embodiments of the present application also provide a non-transitory computer-readable storage medium storing computer instructions for causing a computer to perform the game sound adjusting method as described above.
Based on the same inventive concept, exemplary embodiments of the present application also provide a computer program product comprising a computer program that is executed by one or more processors to cause the processors to perform the method of adjusting game sounds as described above.
From the above, it can be seen that the method, apparatus, electronic device and storage medium for adjusting game sound provided by the present application determine a sound playing mode of a target game to be adjusted, where the sound playing mode includes a speaker mode; responding to the sound playing mode of the target game as a loudspeaker mode, and determining the target number of sound sources corresponding to the sound of the target game; and adjusting the sound of the target game based on the target number and the preset limit number, and eliminating the sound interference in the game by limiting the number of playable sound sources of the loud speakers, so that the definition of the sound heard by the user is ensured, and the effect of being less or more is achieved. Meanwhile, confusion of understanding generated when the human ear receives a large amount of different sounds simultaneously can be reduced.
Drawings
In order to more clearly illustrate the technical solutions of the present application or related art, the drawings that are required to be used in the description of the embodiments or related art will be briefly described below, and it is apparent that the drawings in the following description are only embodiments of the present application, and other drawings may be obtained according to the drawings without inventive effort to those of ordinary skill in the art.
Fig. 1 is a schematic diagram of an application scenario according to an embodiment of the present application;
FIG. 2 is a schematic diagram of another application scenario according to an embodiment of the present application;
FIG. 3 is a flow chart of a method for adjusting game sound according to an embodiment of the application;
FIG. 4 is a flow chart of another method for adjusting game sound according to an embodiment of the application;
FIG. 5 is a flowchart illustrating steps for determining a preset limit number according to an embodiment of the present application;
FIG. 6 is a flow chart of a method for adjusting game sound according to another embodiment of the present application;
Fig. 7 is a schematic diagram of a test of playing sounds in different frequency bands by a terminal device according to an embodiment of the present application;
FIG. 8 is a schematic diagram showing the effect of gain on game sound according to an embodiment of the present application;
Fig. 9 is a schematic structural view of a game sound adjusting device according to an embodiment of the present application;
Fig. 10 is a schematic structural diagram of a specific electronic device according to an embodiment of the present application.
Detailed Description
The principles and spirit of the present application will be described below with reference to several exemplary embodiments. It should be understood that these embodiments are presented merely to enable those skilled in the art to better understand and practice the application and are not intended to limit the scope of the application in any way. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the application to those skilled in the art.
It should be noted that unless otherwise defined, technical or scientific terms used in the embodiments of the present disclosure should be given the ordinary meaning as understood by one of ordinary skill in the art to which the present disclosure pertains. The terms "first," "second," and the like, as used in embodiments of the present disclosure, do not denote any order, quantity, or importance, but rather are used to distinguish one element from another. The word "comprising" or "comprises", and the like, means that elements or items preceding the word are included in the element or item listed after the word and equivalents thereof, but does not exclude other elements or items. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those elements but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus. The terms "connected" or "connected," and the like, are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. "upper", "lower", "left", "right", etc. are used merely to indicate relative positional relationships, which may also be changed when the absolute position of the object to be described is changed. Furthermore, in the description of the present application, the term "plurality" means two or more, unless otherwise indicated. The term "and/or" describes an association relationship of associated objects, meaning that there may be three relationships, e.g., a and/or B, which may represent: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship.
According to an embodiment of the application, a method, a system, an electronic device and a storage medium for adjusting game sound are provided.
It will be appreciated that before using the technical solutions of the embodiments of the present application, the user is informed of the type, the range of use, the use scenario, etc. of the related personal information in an appropriate manner, and the authorization of the user is obtained.
For example, in response to receiving an active request from a user, a prompt is sent to the user to explicitly prompt the user that the operation it is requesting to perform will require personal information to be obtained and used with the user. Therefore, the user can select whether to provide personal information to the software or hardware such as the electronic equipment, the application program, the server or the storage medium for executing the operation of the technical scheme according to the prompt information.
As an alternative but non-limiting implementation, in response to receiving an active request from a user, the manner in which the prompt information is sent to the user may be, for example, a popup, in which the prompt information may be presented in a text manner. In addition, a selection control for the user to select to provide personal information to the electronic device in a 'consent' or 'disagreement' manner can be carried in the popup window.
It will be appreciated that the above-described notification and user authorization acquisition process is merely illustrative, and not limiting of the implementation of the present application, and that other ways of satisfying relevant legal regulations may be applied to the implementation of the present application.
In this document, it should be understood that any number of elements in the drawings is for illustration and not limitation, and that any naming is used only for distinction and not for any limitation.
The principles and spirit of the present application are explained in detail below with reference to several representative embodiments thereof.
Summary of The Invention
In current games, the requirements for setting the sound are higher and higher, and multiple sounds may need to be played at the same time in the game, and these sounds may not only improve the pleasure of the user, but also affect the game operations of the user, for example, the footstep sound, the gunshot sound, etc. of the enemy in the competitive game. However, since the effect of playing sound is different between the earphone and the speaker of the terminal device, the playing effect of the earphone is better than that of the speaker. Further, when designing a game, it cannot be judged whether the user selects the earphone or the speaker to play the sound in the practical game running process, or the user can continuously replace the earphone or the speaker, so that when playing the game sound by using the speaker of the terminal device, the user often cannot completely experience the sound effect originally designed by the game designer, and even often cannot hear some sound information in the game.
In order to solve the above problems, the present application provides a method for adjusting game sound, which specifically includes:
Determining a sound playing mode of a target game to be adjusted, wherein the sound playing mode comprises a loudspeaker mode; responding to the sound playing mode of the target game as a loudspeaker mode, and determining the target number of sound sources corresponding to the sound of the target game; and adjusting the sound of the target game based on the target number and the preset limit number, and eliminating the sound interference in the game by limiting the number of playable sound sources of the loud speakers, so that the definition of the sound heard by the user is ensured, and the effect of being less or more is achieved. Meanwhile, confusion of understanding generated when the human ear receives a large amount of different sounds simultaneously can be reduced. In addition, when the terminal equipment is used for external playing, the hearing resolution is reduced due to the interference of the external noise and the influence of the distance between the mobile phone and the human ear. According to the embodiment of the application, the sounding number of the loudspeaker is actively reduced by presetting the limiting number, the interference among sounds generated by various sound sources in the game is reduced, and the understanding difficulty of human ears on a large number of different sounds can be reduced. Although the sound played on the surface is reduced, in practice, the sound information that the human ear can acquire is clearer and more accurate. If a large amount of sound is crowded together and played in a mode of larger volume, the hearing fatigue of the human ear is caused, and the user tends to actively turn off the externally played sound and only relies on the picture to acquire information.
Having described the basic principles of the present application, various non-limiting embodiments of the application are described in detail below.
Application scene overview
In some specific application scenarios, the method for adjusting game sound of the present application can be applied to various game systems. As an example, referring to fig. 1, the application scenario includes at least one server 102 and at least one terminal 101. Terminal devices include, but are not limited to, desktop computers, mobile phones, mobile computers, tablet computers, media players, smart wearable device televisions, personal Digital Assistants (PDAs) or other electronic devices capable of performing the functions described above, and the like. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs (content delivery networks), basic cloud computing services such as big data and artificial intelligence platforms, and the like. The server and the terminal can communicate through a network so as to realize data transmission. Wherein the network may be a wired network or a wireless network, which is not particularly limited by the present application.
The server may be a server providing various services. In particular, the server may be configured to provide background services for applications running on the terminal. Optionally, in some implementations, the method for adjusting game sound provided by the embodiment of the present application may be executed by a terminal device or a server. The server may be hardware or software. When the server is hardware, the server may be implemented as a distributed server cluster formed by a plurality of servers, or may be implemented as a single server. When the server is software, it may be implemented as a plurality of software or software modules (e.g., software or software modules for providing distributed services), or as a single software or software module. The embodiment of the present application is not particularly limited thereto.
Alternatively, the wireless network or wired network uses standard communication techniques and/or protocols. The network is typically the internet, but can be any network including, but not limited to, a local area network (local area network, LAN), metropolitan area network (metropolitan area network, MAN), wide area network (wide area network, WAN), mobile, wired or wireless network, a private network, or any combination of virtual private networks. In some embodiments, the data exchanged over the network is represented using techniques and/or formats including hypertext markup language (HTML), extensible markup language (extensible markup language, XML), and the like. In addition, all or some of the links can be encrypted using conventional encryption techniques such as secure sockets layer (secure socket layer, SSL), transport layer security (transport layer security, TLS), virtual private network (virtual private network, VPN), internet protocol security (internet protocol security, IPsec), etc. In other embodiments, custom and/or dedicated data communication techniques can also be used in place of or in addition to the data communication techniques described above.
Referring to fig. 2, a schematic diagram of another application scenario of the embodiment of the present application, in which a target game is run in a terminal device (mobile phone), and sound of the target game may be played through an earphone connected to the mobile phone, or may be played through a speaker of the mobile phone. The specific mode of playing the game sound can be determined according to the selection operation of the user, and when the user selects to play the game sound through the speaker of the mobile phone, the game sound can be adjusted by the adjusting method of the game sound provided by the embodiment of the application, so that the quality of the sound played outside the speaker is improved. Alternatively, the earphone and the mobile phone may be connected by wired or wireless, which is not limited.
A method for adjusting game sound according to an exemplary embodiment of the present application will be described below in conjunction with a specific application scenario. It should be noted that the above application scenario is only shown for the convenience of understanding the spirit and principle of the present application, and the embodiments of the present application are not limited in any way. Rather, embodiments of the application may be applied to any scenario where applicable.
It should be understood that, although the steps in the flowcharts of fig. 3 to 6 are sequentially shown as indicated by arrows, these steps are not necessarily sequentially performed in the order indicated by the arrows. The steps are not strictly limited to the order of execution unless explicitly recited herein, and the steps may be executed in other orders. Moreover, at least some of the steps of fig. 3-6 may include multiple sub-steps or stages that are not necessarily performed at the same time, but may be performed at different times, nor does the order in which the sub-steps or stages are performed necessarily occur in sequence, but may be performed alternately or alternately with at least a portion of other steps or sub-steps or stages of other steps.
Exemplary method
Referring to fig. 3, an embodiment of the present application provides a method for adjusting a game sound, and an execution subject of the method for adjusting a game sound may be, but is not limited to, a server or a terminal device. The method comprises the following steps:
S101, determining a sound playing mode of a target game to be adjusted, wherein the sound playing mode comprises a loudspeaker mode.
In specific implementation, the target game to be adjusted may be any game with sound, for example, the target game may be a shooting game or a multi-person online fighting game, which is not limited. The sound play modes of the target game to be adjusted may include a speaker mode and a headphone mode. Since the sound playing effect of the earphone is different from that of the speaker, when the game sound is adjusted, the sound playing mode of the target game to be adjusted needs to be determined first, and then the sound is correspondingly adjusted according to the sound playing mode.
In some embodiments, when determining the sound playing mode of the target game to be adjusted, the method may be determined according to whether the terminal device running the target game is connected to the earphone, and when the terminal device running the target game is not connected to the earphone, the sound playing mode of the target game is indicated to be the speaker mode, and when the terminal device running the target game is connected to the earphone, the sound playing mode of the target game is indicated to be the earphone mode. Alternatively, the connection between the terminal device and the earphone may be a wired connection or a wireless connection by bluetooth or the like, which is not limited. Optionally, in order to further ensure accuracy of determining the sound playing mode, the system may query the background to determine whether the terminal device running the target game plays the sound through the headphones, if the terminal device plays the sound through the headphones, it indicates that the sound playing mode of the current target game is the headphone mode, and if not, it indicates that the sound playing mode of the current target game is the speaker mode.
Since the speaker of the terminal device (e.g., a mobile phone) is located farther from the human ear, the energy absorbed by the air is lost during the sound propagation from the speaker to the human ear. The earphone directly sends sound into the ear, has the shielding effect to other environmental sounds, and the scene that the recreation was experienced often is not quiet scene, and the sound of speaker broadcast can receive the shielding and the interference of environmental sound, therefore, the effect of general earphone broadcast sound is better than the effect of speaker broadcast sound. Therefore, the embodiment of the application mainly adjusts the sound played by the loudspeaker.
Considering that the effect of playing sound by the headphones is better than that of playing sound by the speakers, in some embodiments, when the sound playing mode of the target game is determined to be the headphone mode, the sound of all the sound sources in the target game may be directly played, that is, the number of sound sources is not required to be limited. Optionally, in some embodiments, when the sound playing mode of the target game is determined to be the earphone mode, the preset limit number may be increased first, and then the sound of the target game may be adjusted according to the increased preset limit number and the target number of the sound sources corresponding to the sound of the target game.
S102, determining the target number of sound sources corresponding to the sound of the target game in response to the sound playing mode of the target game being a loudspeaker mode.
In practical implementation, the effect of playing sound by the earphone is considered to be better than that of playing sound by the loudspeaker, and when playing game sound by the loudspeaker, the sound resolution is reduced due to the interference of the external noise and the influence of the distance between the loudspeaker and the human ear. Therefore, when determining that the sound playing mode of the target game is the speaker mode, in the embodiment of the present application, it is necessary to further determine the target number of sound sources corresponding to the sound of the target game. Alternatively, the target number of sound sources may vary according to the scene change in the target game, for example, when the user controls the controlled virtual character to move from a place with more virtual objects to a place with fewer virtual objects in the game scene, the target number of sound sources may be significantly reduced. Alternatively, the sound in the game may include background music, sound produced by natural virtual landscapes in the game scene (e.g., river, waterfall, stormwater, etc.), system cues, etc.
S103, adjusting the sound of the target game based on the target number and a preset limit number.
In the specific implementation, when the target number of the sound sources corresponding to the sound of the target game is obtained, the target number can be compared with the preset limiting number, and the number of the sound sources which can be played in the sound of the target game is limited through the preset limiting number, so that the recognition degree and the definition of the user on the heard sound are improved by actively reducing the sounding number in the playing process.
It should be noted that, since the number of sounds (sound sources) that can be simultaneously heard by the user is the maximum upper limit, when the number of sounds in the target game is greater than the maximum upper limit of the number of sounds that can be simultaneously heard by the user, not only are all the sounds not simultaneously heard by the user, but also the respective sounds affect each other, thereby affecting the clarity of the sounds heard by the user. In addition, in general, the number of sounds simultaneously heard by the user through the speaker is smaller than the number of sounds simultaneously heard through the earphone, and in order to improve the quality and richness of game sounds for game designers, the number of sounds of many games is referred to as earphone play, and therefore, when the sound play mode of the target game is the speaker mode, in many cases, the target number of sound sources corresponding to the sound of the target game is larger than the maximum number of sounds that the user can simultaneously hear through the speaker. On the basis, the target quantity of the sound sources corresponding to the sound of the target game is limited by presetting the limiting quantity, so that the influence among the sound sources can be effectively avoided, and the definition of the sound heard by the user is further improved.
It should be noted that, the preset limit number indicates the number of sound sources that can be played at the same time at the maximum when the current target game plays the sound through the speaker mode. The specific preset limit number may be set to a fixed value and obtained from a test experiment. Alternatively, in some embodiments, the preset limit number may be set to 20. In order to provide more accurate personalized services for different game users, the preset limit number can be set according to age or gender information of the users, namely, different preset limit numbers can be set for users at different ages, and two different preset limit numbers can be set according to gender, namely, two different preset limit numbers of men and women can be respectively set.
In some embodiments, the adjusting the sound of the target game in step S103 based on the target number and the preset limit number specifically includes: determining a target sound source to be eliminated from sound sources corresponding to the sound of the target game based on the preset limit quantity; and eliminating the target sound source from the sound sources corresponding to the sound of the target game. Optionally, the target sound sources to be eliminated are determined from the sound sources corresponding to the sound of the target game according to the preset limit number, and the target sound sources to be eliminated of the preset limit number may be determined randomly from the sound sources corresponding to the sound of the target game, for example, the target number of the sound sources corresponding to the sound of the current target game is 50, and the preset limit number is 20, and then 30 target sound sources to be eliminated may be determined randomly from the 50 sound sources.
To more accurately exclude the listening impact of ambient sounds on the user, in some embodiments, referring to fig. 5, the step of determining the preset limit number includes:
S301, acquiring the number of interference sound sources in the environment where the terminal equipment running the target game is located.
S302, determining the preset limit number based on the number of the interference sound sources and a preset maximum listening number.
In particular, considering that the number of maximum sound sources that the user can listen to at the same time is generally fixed, when the number of sound sources that the user can hear in the external environment is greater, it is obvious that the number of sound sources that the user can hear from the speaker will decrease, and if only the number of sound sources provided in the target game is considered and is obviously affected by the sound generated by the environment in which the user is located, in summary, the preset limit number may be set to a dynamic value, and when the preset limit number is specifically determined, the number of interference sound sources in the environment in which the terminal device running the target game is located may be obtained first, and then the preset limit number is determined according to the number of interference sound sources and the preset maximum listening number, i.e., the preset limit number may be obtained by subtracting the number of interference sound sources from the preset maximum listening number. Alternatively, the preset maximum number of listening may be obtained experimentally, and in the above-described embodiment, the preset limit number may be set according to age or sex information of the user.
In order to obtain the number of the interference sound sources more accurately, in some embodiments, the sound sources corresponding to all the sounds in the environment where the target game is located may be obtained through the terminal device running the target game; and then determining the interference sound sources from the sound sources corresponding to all the sounds, and determining the quantity of all the interference sound sources. Alternatively, sound sources in an environment where the volume is greater than a preset threshold may be determined as interfering sound sources. Alternatively, in some embodiments, all acquired sound sources in the environment may be determined as interfering sound sources, which is not limited.
Referring to fig. 4, a flow chart of another method for adjusting game sound according to an embodiment of the application is shown, the method includes the following steps:
s201, determining a sound playing mode of a target game to be adjusted, wherein the sound playing mode comprises a loudspeaker mode.
S202, determining the target number of sound sources corresponding to the sound of the target game in response to the sound playing mode of the target game being a loudspeaker mode.
S203, determining a target sound source to be eliminated from sound sources corresponding to the sound of the target game based on the preset limit number in response to the target number being larger than the preset limit number.
S204, eliminating the target sound source from the sound sources corresponding to the sound of the target game.
In the implementation, whether the terminal setting of the target game is connected with the earphone or not can be used for judging the sound playing mode of the target game, if the terminal setting is connected with the earphone, the sound playing mode is determined to be the earphone mode, otherwise, the sound playing mode is determined to be the loudspeaker mode. When the sound playing mode in response to the target game is the speaker mode, further determining a target number of sound sources corresponding to the sound of the target game, for example, the target number may be 50, and then determining 30 target sound sources to be eliminated from the sound sources corresponding to the sound of the target game according to a preset limit number when the target number 50 is greater than the preset limit number 20, and eliminating the determined target sound sources from the sound sources corresponding to the sound of the target game.
In order to determine the target sound source to be eliminated more accurately, in some embodiments, determining the target sound source to be eliminated from the sound sources corresponding to the sound of the target game based on the preset limit number specifically includes:
determining the priority of each sound source corresponding to the sound of the target game;
and determining a target sound source to be eliminated from the sound sources based on the priority and the preset limit quantity.
In particular, considering that the importance of different sound sources in the game is different, if some sound sources are eliminated randomly, some important sound sources are likely to be eliminated, so that the priority of each sound source can be further referred to in determining the target sound source to be eliminated. Alternatively, the priority of each sound source indicates the importance level of each sound source, and the specific priority can be set according to different game requirements.
In some embodiments, the priority of the sound source may be determined according to the kind of each sound in the game, for example, the priority of winning guidance voices may be set to 1 (highest), the priority of calling for help voices by the player to 2 (next highest), the priority of transition sound effects and guidance voices to 3, and the priority of various action sound effects of the game avatar to 4 in the order of priority from high to low.
In some embodiments, determining the target sound source to be eliminated from the sound sources corresponding to the sound of the target game based on the preset limit number specifically includes:
Determining a first sound source with the volume smaller than a preset volume from sound sources corresponding to the sound of the target game;
Determining a target sound source to be eliminated from the first sound sources based on the preset limit number in response to the difference between the target number and the number of the first sound sources being less than or equal to the preset limit number;
Determining priorities of the sound sources corresponding to the sound of the target game in response to the difference between the target number and the number of the first sound sources being greater than the preset limit number;
Determining other sound sources except the first sound source from sound sources corresponding to the sound of the target game;
And determining a target sound source to be eliminated from the other sound sources based on the priority and the preset limit quantity.
In particular, it is considered that when the sound playing mode of the target game is the speaker mode, particularly low sounds, for example, sounds lower than-40 db, cannot be played for the speaker, so that when determining the target sound source to be eliminated, the first sound sources with the volumes lower than the preset volumes may be excluded. Alternatively, the preset volume may be obtained according to an experimental test. After the first sound sources with the sound volume smaller than the preset sound volume are eliminated, whether the target number of the sound sources corresponding to the sound of the target game after all the first sound sources are eliminated is further judged to be larger than the preset limit number or not, namely whether the difference value between the target number and the number of the first sound sources is larger than the preset limit number or not is determined, when the difference value between the target number and the number of the first sound sources is smaller than or equal to the preset limit number, the condition that only the first sound sources with the sound volume smaller than the preset sound volume are eliminated is explained, and the sound source number limit can be met, so that the target sound sources to be eliminated can be determined from the first sound sources directly according to the preset limit number, and the target sound sources can be determined randomly from all the first sound sources according to the preset limit number. When the difference between the target number and the number of the first sound sources is greater than the preset limit number, it is stated that the single first sound source with the volume smaller than the preset volume is eliminated, and the sound source number limit cannot be met, and further the target sound sources to be eliminated need to be determined from other sound sources except the first sound source, so that the target number of the sound sources corresponding to the sound of the target game after the target sound sources are eliminated can meet the limit of the preset limit number.
Considering that speakers of different types of devices are different, and some high-end devices are equipped with a special audio processing chip and high-quality speakers, so that better sound effect experience is provided, therefore, the minimum volume that speakers of different types of devices can play may be quite different, in order to avoid errors caused by the difference, in some embodiments, the preset volume may also be determined according to model information of terminal devices running a target game, in particular implementation, the minimum play volume of devices of multiple types may be determined in advance according to experiments, and then the preset volume corresponding to the target game is determined according to the corresponding relation between the minimum play volume and multiple types.
In some embodiments, determining the priority of each sound source corresponding to the sound of the target game specifically includes:
Determining the distance between each sound source and the controlled virtual object; wherein the controlled virtual object is a virtual object controlled by a user in the target game;
the priority of each sound source is determined based on the distance of the sound source from the controlled virtual character.
In particular, since the user generally takes a controlled virtual object as his or her own substituted character in the game, the sound in the game perceived by the user should coincide with the controlled virtual object. When sound sources corresponding to a plurality of sound sources are included in a game, sound corresponding to a sound source closer to a controlled virtual object should be heard and heard more easily, and therefore, the priority of each sound source can be determined according to the distance of the sound source from the controlled virtual character, and when the distance of the sound source from the controlled virtual object is farther, the priority of the corresponding sound source is lower.
In some embodiments, determining the priority of each sound source corresponding to the sound of the target game specifically includes:
Determining, from the individual sound sources, a hostile sound source generated by a hostile virtual object; the hostile virtual object is a virtual object which can hurt a virtual object controlled by a user in the target game;
and determining the priority of the hostile sound source based on the damage attribute information of the hostile virtual object.
In particular, in consideration of the fact that in games, particularly in competitive games, the sound of the game may affect the specific operation of the user, for example, when the line of sight of the user does not appear in the hostile virtual object, the position and other information of the hostile virtual object can be judged through the sound emitted by the hostile virtual object, and the pre-judgment or operation is performed in advance, when the hostile virtual object is a plurality of hostile virtual objects, it is necessary to further determine which hostile virtual objects are more important from the plurality of virtual hostile objects, and for the game user, the damage that the hostile virtual object can generate belongs to a priority concern. In summary, in determining the priority of the hostile sound source generated by the hostile virtual object, it may be determined according to the damage attribute information of the hostile virtual object, where the higher the damage attribute of the hostile virtual object is, the higher the priority of the hostile sound source generated by the hostile virtual object is.
Because the different terminal device speakers may have different quality and size, which may result in a larger difference in play-out effect of the game sound effects, in some embodiments, after the sound playing mode in response to the target game is the speaker mode, the method further includes: acquiring target model information of terminal equipment running the target game; and adjusting the sound of the target game based on the target model information.
Referring to fig. 6, a flow chart of a method for adjusting game sound according to another embodiment of the present application is shown, where the method includes:
s401, determining a sound playing mode of a target game to be adjusted, wherein the sound playing mode comprises a loudspeaker mode.
S402, obtaining target model information of terminal equipment running the target game in response to the sound playing mode of the target game being a loudspeaker mode.
S403, adjusting the sound of the target game based on the target model information.
In the implementation, due to the fact that the speaker parameters of different terminal devices are different, the external playing effect cannot be optimized through universal mixing adjustment. Therefore, in this embodiment, when it is determined that the sound playing mode of the target game is the speaker mode, the target model information of the terminal device running the target game is further acquired, and generally the speaker parameters of the terminal devices of the same model are the same, so that the sound of the target game can be adjusted according to the model information of the terminal device. Alternatively, when the sound of the target game is adjusted according to the model information of the terminal device, the sound defect information of the devices corresponding to the various models may be determined in advance through experiments, and the sound defect information may be the sound defect of the whole device, for example, the sound is generally higher or lower when the speaker of the device of a certain model plays the sound, and then the whole volume of the sound of the target game may be adjusted appropriately in specific cases. Or the loudspeaker of a certain type of equipment can generate noise when the volume of sound exceeds a certain volume, and the maximum volume of the sound of the target game can be limited in a targeted way. In some embodiments, the sound defect information of the device corresponding to the different models determined through experiments may include a first audio range in which the device has a playing defect and a second audio range in which the device does not have a playing condition. The first audio range indicates that the speaker of the device may be defective in playing sound that is within the first audio range. The second audio range indicates that the speaker of the device is unable to play sound that is within the first audio range. It should be noted that, the playing defect mainly means that although the playing device can play a sound in a certain audio range, the playing effect is poor, and the sound is generally partially lost compared with the original sound. For example, if an acoustic sound has 30 db at a certain frequency and is played by a device, the acoustic sound has only 25 db at the frequency, which indicates that the device has a play defect at the frequency. The absence of the play condition mainly means that the device cannot play the sound in a certain audio frequency range due to the hardware condition, that is, the audio frequency of the current sound to be played exceeds the normal play range of the device. For example, when the audio range of the played sound of a certain device is 100hz to 200hz, and the device is required to play the sound of 20hz to 50hz, it may indicate that the sound does not have a playing condition for the audio range.
In some embodiments, adjusting the sound of the target game based on the target model information specifically includes:
Determining a first audio range with a playing defect corresponding to the target model information; wherein the different first audio frequency ranges correspond to different model information;
Gain adjustment is performed on the sound of the target game based on the first audio range.
In specific implementation, considering that the sound playing effects of the speakers of the terminal devices with different models are different, particularly, the playing performances of the speakers of the terminal devices with different frequencies are different, a first audio range corresponding to each model information can be determined in advance according to experiments, then after the target model information of the terminal device is determined, a first audio range with playing defects corresponding to the target model information can be determined, and the sound of the target game can be subjected to gain adjustment according to the first audio range. Referring to fig. 7, a frequency response curve of a certain terminal device is shown, where a dashed curve is an original game sound, a solid curve is a sound actually played by the terminal device, and it can be seen that a sound defect appears obviously at two frequencies a to B and C to D, so that a gain adjustment can be performed on sounds in the two audio ranges in a targeted manner. Optionally, the specific gain means is not limited, and the intensity of the sound in the corresponding audio frequency range can be directly increased, and the gain can also be performed by the tuning plug-in related technologies such as EQ. Referring to fig. 8, which is an effect diagram of the game sound after adjustment, wherein the dotted line in fig. 8 is the sound after adjustment, and the solid line is the sound before adjustment, it can be seen that the solid line in fig. 8 is significantly higher than the dotted line, thereby achieving a gain to the sound.
In some embodiments, adjusting the sound of the target game based on the target model information specifically includes:
Determining a second audio range which corresponds to the target model information and does not have playing conditions; wherein the different second audio frequency ranges correspond to different model information;
An audio play range of sound of the target game is adjusted based on the second audio range.
In the implementation, considering that the speakers of some terminal devices cannot play the sound in certain audio ranges, if the target game includes the audio ranges that the speakers cannot play, the user cannot hear the music in the target game, and the game experience of the user is further affected, so that the audio ranges of the sounds that cannot be played need to be modified, so that the speakers of the device currently running the target game can play the sounds. For example, the second audio frequency range without playing condition corresponding to the certain target model information is 100hz to 200hz, that is, the speaker of the device of the current target model cannot play the audio frequency range of 100hz to 200hz, and then the audio frequency range of 100hz to 200hz can be adjusted to be within 200hz to 300hz, so that the user can be ensured to hear the game sound through the speaker. Optionally, in order to ensure that the original tone of the target game is not affected as much as possible, and to avoid that the audio frequency range is changed in a large span to cause a great difference between the game sound and the original sound, the second audio frequency range without playing conditions may be adjusted to an adjacent audio frequency range. Of course, in some embodiments, the second audio range may also be randomly adjusted to any audio range that can be played by the speaker of the current device, which is not limited.
To further enhance the user's gaming experience, in some embodiments, after the sound play mode responsive to the target game is a speaker mode, the method further comprises:
determining key sound sources belonging to a preset sound source list from all sound sources corresponding to the sound of the target game;
and increasing the volume of the sound corresponding to the key sound source.
In particular, in order to further improve the game experience of the user, when the sound playing mode of the target game is the speaker mode, the sound corresponding to the key sound source may be optimized, for example, the sound volume of other hostile users most watched by the user is increased when the user is placed outside, and the sound volume of footstep sounds of other users most watched by the user is increased when the user is placed outside. Alternatively, the preset sound source list may be set as needed, which is not limited. In some embodiments, the preset sound source list may be determined according to the priorities of the respective sound sources in the target game, that is, sound sources having priorities greater than a certain level may be directly added to the preset sound source list.
In order to more precisely adjust the sounds emitted by the heavy point sound sources, when the preset sound source list is set, besides the priority of each sound source, the original sound quality of each sound source in the target game can be considered, some sound sources are important in the target game, but the sound emitted by the sound sources is high in quality, and a user can easily hear the sounds emitted by the sound sources through the loudspeaker of the device, so that any adjustment is not needed for the sounds, and if the sound is added to the preset sound source list, the memory is occupied. For example, the priority of the sounds prompting winning in the game is generally higher, but in order to draw the attention of the user, the volume of the sounds is higher, so that the sounds do not need to be further adjusted and optimized.
The method for adjusting game sound provided by the application comprises the steps of determining a sound playing mode of a target game to be adjusted, wherein the sound playing mode comprises a loudspeaker mode; responding to the sound playing mode of the target game as a loudspeaker mode, and determining the target number of sound sources corresponding to the sound of the target game; and adjusting the sound of the target game based on the target number and the preset limit number, and eliminating the sound interference in the game by limiting the number of playable sound sources of the loud speakers, so that the definition of the sound heard by the user is ensured, and the effect of being less or more is achieved. Meanwhile, the confusion of understanding generated when the ears of the user receive a large amount of different sounds can be reduced, and the influence on the game experience of the user due to the lack of the functionality of the game sounds is avoided. In addition, when the terminal equipment is used for external playing, the hearing resolution is reduced due to the interference of the external noise and the influence of the distance between the mobile phone and the human ear. According to the embodiment of the application, the sounding number of the loudspeaker is actively reduced by presetting the limiting number, the interference among sounds generated by various sound sources in the game is reduced, and the understanding difficulty of human ears on a large number of different sounds can be reduced. Although the sound played on the surface is reduced, in practice, the sound information that the human ear can acquire is clearer and more accurate. If a large amount of sound is crowded together and played in a mode of larger volume, the hearing fatigue of the human ear is caused, and the user tends to actively turn off the externally played sound and only relies on the picture to acquire information.
In addition, the application can overcome the problem of the difference of the sound of different types of equipment by making the sound mixing strategy for distinguishing models or platforms and optimizing according to the tested frequency response curve, thereby providing good game sound experience on different equipment. Meanwhile, the reality and the quality of game sound can be improved by optimizing the playing effect, so that the quality and the attractive force of the game are improved, and more players are reserved.
Exemplary apparatus
Based on the same inventive concept, the application also provides a device for adjusting game sound, which corresponds to the method of any embodiment.
Referring to fig. 9, the game sound adjusting apparatus includes:
A determining module 201, configured to determine a sound playing mode of a target game to be adjusted, where the sound playing mode includes a speaker mode;
A sound source module 202, configured to determine a target number of sound sources corresponding to a sound of the target game in response to a sound playing mode of the target game being a speaker mode;
and an adjusting module 203 for adjusting the sound of the target game based on the target number and a preset limit number.
In some embodiments, the adjustment module 203 comprises:
a number judgment unit, which is used for determining a target sound source to be eliminated from sound sources corresponding to the sound of the target game based on the preset limiting number in response to the target number being larger than the preset limiting number;
And the elimination unit eliminates the target sound source from the sound source corresponding to the sound of the target game.
In some embodiments, the number determination unit is specifically configured to:
determining the priority of each sound source corresponding to the sound of the target game;
and determining a target sound source to be eliminated from the sound sources based on the priority and the preset limit quantity.
In some embodiments, the number determination unit is specifically configured to:
Determining a first sound source with the volume smaller than a preset volume from sound sources corresponding to the sound of the target game;
Determining a target sound source to be eliminated from the first sound sources based on the preset limit number in response to the difference between the target number and the number of the first sound sources being less than or equal to the preset limit number;
Determining priorities of the sound sources corresponding to the sound of the target game in response to the difference between the target number and the number of the first sound sources being greater than the preset limit number;
Determining other sound sources except the first sound source from sound sources corresponding to the sound of the target game;
And determining a target sound source to be eliminated from the other sound sources based on the priority and the preset limit quantity.
In some embodiments, the number determination unit is specifically configured to:
Determining the distance between each sound source and the controlled virtual object; wherein the controlled virtual object is a virtual object controlled by a user in the target game;
the priority of each sound source is determined based on the distance of the sound source from the controlled virtual character.
In some embodiments, the number determination unit is specifically configured to:
Determining, from the individual sound sources, a hostile sound source generated by a hostile virtual object; the hostile virtual object is a virtual object which can hurt a virtual object controlled by a user in the target game;
and determining the priority of the hostile sound source based on the damage attribute information of the hostile virtual object.
In some embodiments, the apparatus further comprises a limit number module for:
Acquiring the number of interference sound sources in the environment where the terminal equipment running the target game is located;
the preset limit number is determined based on the number of interfering sound sources and a preset maximum listening number.
In some embodiments, the apparatus further comprises a model module comprising:
the information unit is used for acquiring target model information of the terminal equipment running the target game;
And an information adjustment unit that adjusts the sound of the target game based on the target model information.
In some embodiments, the information adjustment unit is specifically configured to:
Determining a first audio range with a playing defect corresponding to the target model information; wherein the different first audio frequency ranges correspond to different model information;
Gain adjustment is performed on the sound of the target game based on the first audio range.
In some embodiments, the information adjustment unit is specifically configured to:
Determining a second audio range which corresponds to the target model information and does not have playing conditions; wherein the different second audio frequency ranges correspond to different model information;
An audio play range of sound of the target game is adjusted based on the second audio range.
In some embodiments, the apparatus further comprises a accent sound source module for:
determining key sound sources belonging to a preset sound source list from all sound sources corresponding to the sound of the target game;
and increasing the volume of the sound corresponding to the key sound source.
For convenience of description, the above devices are described as being functionally divided into various modules, respectively. Of course, the functions of each module may be implemented in the same piece or pieces of software and/or hardware when implementing the present application.
The system of the foregoing embodiment is used to implement the corresponding method for adjusting game sound in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiment, which is not described herein.
Based on the same inventive concept, the application also provides an electronic device corresponding to the method of any embodiment, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the processor realizes the method for adjusting the game sound of any embodiment when executing the program.
Fig. 10 shows a more specific hardware architecture of an electronic device according to this embodiment, where the device may include: a processor 1010, a memory 1020, an input/output interface 1030, a communication interface 1040, and a bus 1050. Wherein processor 1010, memory 1020, input/output interface 1030, and communication interface 1040 implement communication connections therebetween within the device via a bus 1050.
The processor 1010 may be implemented by a general-purpose CPU (Central Processing Unit ), a microprocessor, an Application SPECIFIC INTEGRATED Circuit (ASIC), or one or more integrated circuits, etc. for executing related programs to implement the technical solutions provided in the embodiments of the present disclosure.
The Memory 1020 may be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory ), static storage, dynamic storage, etc. Memory 1020 may store an operating system and other application programs, and when the embodiments of the present specification are implemented in software or firmware, the associated program code is stored in memory 1020 and executed by processor 1010.
The input/output interface 1030 is used to connect with an input/output module for inputting and outputting information. The input/output module may be configured as a component in a device (not shown) or may be external to the device to provide corresponding functionality. Wherein the input devices may include a keyboard, mouse, touch screen, microphone, various types of sensors, etc., and the output devices may include a display, speaker, vibrator, indicator lights, etc.
Communication interface 1040 is used to connect communication modules (not shown) to enable communication interactions of the present device with other devices. The communication module may implement communication through a wired manner (such as USB, network cable, etc.), or may implement communication through a wireless manner (such as mobile network, WIFI, bluetooth, etc.).
Bus 1050 includes a path for transferring information between components of the device (e.g., processor 1010, memory 1020, input/output interface 1030, and communication interface 1040).
It should be noted that although the above-described device only shows processor 1010, memory 1020, input/output interface 1030, communication interface 1040, and bus 1050, in an implementation, the device may include other components necessary to achieve proper operation. Furthermore, it will be understood by those skilled in the art that the above-described apparatus may include only the components necessary to implement the embodiments of the present description, and not all the components shown in the drawings.
The electronic device of the foregoing embodiment is configured to implement the corresponding method for adjusting game sound in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiment, which is not described herein.
Exemplary program product
Based on the same inventive concept, the present application also provides a non-transitory computer readable storage medium storing computer instructions for causing the computer to execute the method for adjusting game sound according to any of the above embodiments, corresponding to the method of any of the above embodiments.
The computer readable media of the present embodiments, including both permanent and non-permanent, removable and non-removable media, may be used to implement information storage by any method or technology. The information may be computer readable instructions, data structures, modules of a program, or other data. Examples of storage media for a computer include, but are not limited to, phase change memory (PRAM), static Random Access Memory (SRAM), dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), read Only Memory (ROM), electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape disk storage or other magnetic storage devices, or any other non-transmission medium, which can be used to store information that can be accessed by a computing device.
The storage medium of the above embodiment stores computer instructions for causing the computer to execute the method for adjusting game sound according to any one of the above embodiments, and has the advantages of the corresponding method embodiments, which are not described herein.
Based on the same inventive concept, the present application also provides a computer program product, corresponding to the method of any of the embodiments described above, comprising a computer program. In some embodiments, the computer program is executed by one or more processors, so that the processors execute the method for adjusting game sound described in the foregoing embodiments, and have the beneficial effects of the corresponding method embodiments, which are not described herein.
It should be noted that the embodiments of the present application may be further described in the following manner:
a method of conditioning game sounds, comprising:
Determining a sound playing mode of a target game to be adjusted, wherein the sound playing mode comprises a loudspeaker mode;
Responding to the sound playing mode of the target game as a loudspeaker mode, and determining the target number of sound sources corresponding to the sound of the target game;
And adjusting the sound of the target game based on the target number and a preset limit number.
Optionally, adjusting the sound of the target game based on the target number and the preset limit number specifically includes:
determining a target sound source to be eliminated from sound sources corresponding to the sound of the target game based on the preset limit number in response to the target number being greater than the preset limit number;
And eliminating the target sound source from the sound sources corresponding to the sound of the target game.
Optionally, determining the target sound source to be eliminated from the sound sources corresponding to the sound of the target game based on the preset limit number specifically includes:
determining the priority of each sound source corresponding to the sound of the target game;
and determining a target sound source to be eliminated from the sound sources based on the priority and the preset limit quantity.
Optionally, determining the target sound source to be eliminated from the sound sources corresponding to the sound of the target game based on the preset limit number specifically includes:
Determining a first sound source with the volume smaller than a preset volume from sound sources corresponding to the sound of the target game;
Determining a target sound source to be eliminated from the first sound sources based on the preset limit number in response to the difference between the target number and the number of the first sound sources being less than or equal to the preset limit number;
Determining priorities of the sound sources corresponding to the sound of the target game in response to the difference between the target number and the number of the first sound sources being greater than the preset limit number;
Determining other sound sources except the first sound source from sound sources corresponding to the sound of the target game;
And determining a target sound source to be eliminated from the other sound sources based on the priority and the preset limit quantity.
Optionally, determining the priority of each sound source corresponding to the sound of the target game specifically includes:
Determining the distance between each sound source and the controlled virtual object; wherein the controlled virtual object is a virtual object controlled by a user in the target game;
the priority of each sound source is determined based on the distance of the sound source from the controlled virtual character.
Optionally, determining the priority of each sound source corresponding to the sound of the target game specifically includes:
Determining, from the individual sound sources, a hostile sound source generated by a hostile virtual object; the hostile virtual object is a virtual object which can hurt a virtual object controlled by a user in the target game;
and determining the priority of the hostile sound source based on the damage attribute information of the hostile virtual object.
Optionally, the step of determining the preset limit number includes:
Acquiring the number of interference sound sources in the environment where the terminal equipment running the target game is located;
the preset limit number is determined based on the number of interfering sound sources and a preset maximum listening number.
Optionally, after the sound playing mode in response to the target game is the speaker mode, the method further includes:
acquiring target model information of terminal equipment running the target game;
And adjusting the sound of the target game based on the target model information.
Optionally, adjusting the sound of the target game based on the target model information specifically includes:
Determining a first audio range with a playing defect corresponding to the target model information; wherein the different first audio frequency ranges correspond to different model information;
Gain adjustment is performed on the sound of the target game based on the first audio range.
Optionally, adjusting the sound of the target game based on the target model information specifically includes:
Determining a second audio range which corresponds to the target model information and does not have playing conditions; wherein the different second audio frequency ranges correspond to different model information;
An audio play range of sound of the target game is adjusted based on the second audio range.
Optionally, in some embodiments, after the sound playing mode in response to the target game is a speaker mode, the method further comprises:
determining key sound sources belonging to a preset sound source list from all sound sources corresponding to the sound of the target game;
and increasing the volume of the sound corresponding to the key sound source.
Those of ordinary skill in the art will appreciate that: the discussion of any of the embodiments above is merely exemplary and is not intended to suggest that the scope of the application (including the claims) is limited to these examples; the technical features of the above embodiments or in the different embodiments may also be combined within the idea of the application, the steps may be implemented in any order, and there are many other variations of the different aspects of the embodiments of the application as described above, which are not provided in detail for the sake of brevity.
Additionally, well-known power/ground connections to Integrated Circuit (IC) chips and other components may or may not be shown within the provided figures, in order to simplify the illustration and discussion, and so as not to obscure the embodiments of the present application. Furthermore, the devices may be shown in block diagram form in order to avoid obscuring the embodiments of the present application, and also in view of the fact that specifics with respect to implementation of such block diagram devices are highly dependent upon the platform within which the embodiments of the present application are to be implemented (i.e., such specifics should be well within purview of one skilled in the art). Where specific details (e.g., circuits) are set forth in order to describe example embodiments of the application, it should be apparent to one skilled in the art that embodiments of the application can be practiced without, or with variation of, these specific details. Accordingly, the description is to be regarded as illustrative in nature and not as restrictive.
While the application has been described in conjunction with specific embodiments thereof, many alternatives, modifications, and variations of those embodiments will be apparent to those skilled in the art in light of the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may use the embodiments discussed.
The present embodiments are intended to embrace all such alternatives, modifications and variances which fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, and the like, which are within the spirit and principles of the embodiments of the application, are intended to be included within the scope of the application.

Claims (13)

1. A method for adjusting game sound, comprising:
Determining a sound playing mode of a target game to be adjusted, wherein the sound playing mode comprises a loudspeaker mode;
Responding to the sound playing mode of the target game as a loudspeaker mode, and determining the target number of sound sources corresponding to the sound of the target game;
And adjusting the sound of the target game based on the target number and a preset limit number.
2. The method according to claim 1, wherein adjusting the sound of the target game based on the target number and a preset limit number, comprises:
determining a target sound source to be eliminated from sound sources corresponding to the sound of the target game based on the preset limit number in response to the target number being greater than the preset limit number;
And eliminating the target sound source from the sound sources corresponding to the sound of the target game.
3. The method according to claim 2, wherein determining a target sound source to be eliminated from sound sources corresponding to the sound of the target game based on the preset limit number, specifically comprises:
determining the priority of each sound source corresponding to the sound of the target game;
and determining a target sound source to be eliminated from the sound sources based on the priority and the preset limit quantity.
4. The method according to claim 2, wherein determining a target sound source to be eliminated from sound sources corresponding to the sound of the target game based on the preset limit number, specifically comprises:
Determining a first sound source with the volume smaller than a preset volume from sound sources corresponding to the sound of the target game;
Determining a target sound source to be eliminated from the first sound sources based on the preset limit number in response to the difference between the target number and the number of the first sound sources being less than or equal to the preset limit number;
Determining priorities of the sound sources corresponding to the sound of the target game in response to the difference between the target number and the number of the first sound sources being greater than the preset limit number;
Determining other sound sources except the first sound source from sound sources corresponding to the sound of the target game;
And determining a target sound source to be eliminated from the other sound sources based on the priority and the preset limit quantity.
5. The method according to claim 3 or 4, wherein determining the priority of each sound source corresponding to the sound of the target game, in particular comprises:
Determining the distance between each sound source and the controlled virtual object; wherein the controlled virtual object is a virtual object controlled by a user in the target game;
the priority of each sound source is determined based on the distance of the sound source from the controlled virtual character.
6. The method according to claim 3 or 4, wherein determining the priority of each sound source corresponding to the sound of the target game, in particular comprises:
Determining, from the individual sound sources, a hostile sound source generated by a hostile virtual object; the hostile virtual object is a virtual object which can hurt a virtual object controlled by a user in the target game;
and determining the priority of the hostile sound source based on the damage attribute information of the hostile virtual object.
7. The method of claim 1, wherein the step of determining the preset limit number comprises:
Acquiring the number of interference sound sources in the environment where the terminal equipment running the target game is located;
the preset limit number is determined based on the number of interfering sound sources and a preset maximum listening number.
8. The method of claim 1, wherein after the sound playing mode responsive to the target game is a speaker mode, the method further comprises:
acquiring target model information of terminal equipment running the target game;
And adjusting the sound of the target game based on the target model information.
9. The method according to claim 8, wherein adjusting the sound of the target game based on the target model information, in particular, comprises:
Determining a first audio range with a playing defect corresponding to the target model information; wherein the different first audio frequency ranges correspond to different model information;
Gain adjustment is performed on the sound of the target game based on the first audio range.
10. The method according to claim 8, wherein adjusting the sound of the target game based on the target model information, in particular, comprises:
Determining a second audio range which corresponds to the target model information and does not have playing conditions; wherein the different second audio frequency ranges correspond to different model information;
An audio play range of sound of the target game is adjusted based on the second audio range.
11. A game sound adjusting device, comprising:
The system comprises a determining module, a judging module and a display module, wherein the determining module is used for determining a sound playing mode of a target game to be adjusted, and the sound playing mode comprises a loudspeaker mode;
A sound source module, which is used for determining the target number of sound sources corresponding to the sound of the target game in response to the sound playing mode of the target game being a loudspeaker mode;
And the adjusting module is used for adjusting the sound of the target game based on the target quantity and the preset limiting quantity.
12. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable by the processor, the processor implementing the method of any one of claims 1 to 10 when the program is executed.
13. A non-transitory computer readable storage medium storing computer instructions for causing a computer to perform the method of any one of claims 1 to 10.
CN202410199515.2A 2024-02-22 2024-02-22 Game sound adjusting method and device, electronic equipment and storage medium Pending CN118102039A (en)

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Application Number Priority Date Filing Date Title
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Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
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Publication Number Publication Date
CN118102039A true CN118102039A (en) 2024-05-28

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