WO2020156251A1 - 音频的播放采集方法、装置、设备及可读存储介质 - Google Patents

音频的播放采集方法、装置、设备及可读存储介质 Download PDF

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Publication number
WO2020156251A1
WO2020156251A1 PCT/CN2020/072810 CN2020072810W WO2020156251A1 WO 2020156251 A1 WO2020156251 A1 WO 2020156251A1 CN 2020072810 W CN2020072810 W CN 2020072810W WO 2020156251 A1 WO2020156251 A1 WO 2020156251A1
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WO
WIPO (PCT)
Prior art keywords
audio
terminal
voice input
bluetooth headset
connection mode
Prior art date
Application number
PCT/CN2020/072810
Other languages
English (en)
French (fr)
Inventor
郑祥威
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to EP20749204.2A priority Critical patent/EP3920550A4/en
Priority to SG11202103654YA priority patent/SG11202103654YA/en
Priority to JP2021521252A priority patent/JP7431820B2/ja
Priority to KR1020217010999A priority patent/KR102523919B1/ko
Publication of WO2020156251A1 publication Critical patent/WO2020156251A1/zh
Priority to US17/229,712 priority patent/US11350215B2/en

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R1/00Details of transducers, loudspeakers or microphones
    • H04R1/10Earpieces; Attachments therefor ; Earphones; Monophonic headphones
    • H04R1/1041Mechanical or electronic switches, or control elements
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R5/00Stereophonic arrangements
    • H04R5/04Circuit arrangements, e.g. for selective connection of amplifier inputs/outputs to loudspeakers, for loudspeaker detection, or for adaptation of settings to personal preferences or hearing impairments
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/215Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/16Sound input; Sound output
    • G06F3/165Management of the audio stream, e.g. setting of volume, audio stream path
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/16Sound input; Sound output
    • G06F3/167Audio in a user interface, e.g. using voice commands for navigating, audio feedback
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R1/00Details of transducers, loudspeakers or microphones
    • H04R1/08Mouthpieces; Microphones; Attachments therefor
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R3/00Circuits for transducers, loudspeakers or microphones
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R5/00Stereophonic arrangements
    • H04R5/027Spatial or constructional arrangements of microphones, e.g. in dummy heads
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R5/00Stereophonic arrangements
    • H04R5/033Headphones for stereophonic communication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1081Input via voice recognition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R2420/00Details of connection covered by H04R, not provided for in its groups
    • H04R2420/07Applications of wireless loudspeakers or wireless microphones
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R2430/00Signal processing covered by H04R, not provided for in its groups
    • H04R2430/01Aspects of volume control, not necessarily automatic, in sound systems

Definitions

  • the embodiments of the present application relate to the field of audio processing, and in particular to a method, device, device, and readable storage medium for playing and collecting audio.
  • a Bluetooth headset is a headset device that plays the audio currently to be played by the terminal after being connected to the terminal via Bluetooth (English: Bluetooth).
  • the Bluetooth headset has a microphone for receiving and a sound unit for sound, and the user can wear Bluetooth
  • the earphone listens to the music being played in the music application installed on the terminal, or the background sound of the game being played in the game application.
  • the Bluetooth headset and the terminal are connected through the Bluetooth physical link (Synchronous Connection Oriented Voip, SCO Voip) connection mode.
  • the Bluetooth headset can sound through the sound unit or through the microphone. Sound, and the sound emitted by the sound unit is a monophonic sound.
  • the game background sound of the stereo sound effect is used to identify the position of the other party, such as the position of the gunfire and the sound of the footsteps.
  • the Bluetooth headset cannot Playing the background sound of the stereo sound effect while collecting audio, the function of the game application cannot be realized normally.
  • the embodiments of the present application provide an audio playback and collection method, device, device, and readable storage medium, which can realize audio collection while playing stereo sound.
  • the technical solution is as follows:
  • a method for playing and collecting audio is provided, which is applied to a terminal connected with a Bluetooth headset, the terminal is configured with a terminal microphone, and the Bluetooth headset is configured with a headset microphone, the method includes:
  • the voice input signal is used to enable a voice input function of the terminal, and the voice input function is used to collect voice input content;
  • an audio playback and collection device which is applied to a terminal connected with a Bluetooth headset, the terminal is configured with a terminal microphone, the Bluetooth headset is configured with a headset microphone, and the device includes:
  • a display module configured to display a program interface of a target application program, the program interface corresponds to a first audio, and the first audio is played through the Bluetooth headset in the form of a stereo sound effect;
  • a receiving module configured to receive a voice input signal, the voice input signal is used to enable a voice input function of the terminal, and the voice input function is used to collect voice input content;
  • the sending module is configured to shield the channel opening notification sent to the headset microphone according to the voice input signal, the channel opening notification is used to notify the headset microphone to turn on the first voice input channel; to notify the terminal microphone to turn on the second
  • the voice input channel collects second audio as the voice input content.
  • a computer device in another aspect, includes a processor and a memory.
  • the memory stores at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least A piece of program, the code set or the instruction set is loaded and executed by the processor to realize the audio playback and collection method provided in the above-mentioned embodiment of the present application.
  • a computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set, the at least one instruction, the at least one program, the code
  • the set or instruction set is loaded and executed by the processor to implement the audio playback and collection method provided in the foregoing embodiment of the present application.
  • a computer program product is provided.
  • the computer program product runs on a computer, the computer executes the audio playback and collection method provided in the above embodiments of the present application.
  • the second audio is collected through the terminal microphone as the voice input content, while ensuring that the first audio played by the Bluetooth headset is stereo sound, the terminal microphone
  • the collection of the second audio is realized, which avoids the problem that the Bluetooth headset cannot collect audio while playing stereo sound, and when it is applied to a game application, it ensures that the function of the game application can be implemented normally.
  • Fig. 1 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application
  • FIG. 2 is a functional schematic diagram of the Bluetooth headset when data is transmitted between the Bluetooth headset and the terminal through the A2DP protocol provided by an exemplary embodiment of the present application;
  • Fig. 4 is a flowchart of a method for playing and collecting audio provided by an exemplary embodiment of the present application
  • FIG. 6 is a functional schematic diagram of the Bluetooth headset and the terminal when data is transmitted between the Bluetooth headset and the terminal through the A2DP protocol provided by an exemplary embodiment of the present application;
  • FIG. 7 is a flowchart of an audio playback and collection method provided by another exemplary embodiment of the present application.
  • FIG. 8 is a schematic diagram of a sound source collection setting interface provided by an exemplary embodiment of the present application.
  • FIG. 9 is a functional schematic diagram of the Bluetooth headset when data is transmitted between the Bluetooth headset and the terminal through the SCO Voip protocol according to an exemplary embodiment of the present application.
  • FIG. 10 is a flowchart of a method for playing and collecting audio according to another exemplary embodiment of the present application.
  • Fig. 11 is a flowchart of a method for playing and collecting audio provided by another exemplary embodiment of the present application.
  • Fig. 12 is a structural block diagram of an audio playback and collection device provided by an exemplary embodiment of the present application.
  • FIG. 13 is a structural block diagram of an audio playback and collection device provided by another exemplary embodiment of the present application.
  • Fig. 14 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
  • the implementation environment includes a terminal 110, a Bluetooth headset 120, and a server 130.
  • the Bluetooth headset 120 and the terminal 110 Connect via Bluetooth.
  • the Bluetooth headset 120 and the terminal 110 can use multiple Bluetooth transmission protocols for data transmission.
  • the Bluetooth headset 120 and the terminal 110 can use the Bluetooth audio distribution profile (Advanced Audio Distribution Profile, A2DP).
  • A2DP Advanced Audio Distribution Profile
  • data can also be transmitted through the Bluetooth physical link call (Synchronous Connection Oriented Voip, SCO Voip) protocol, and the Bluetooth transmission protocol between the Bluetooth headset 120 and the terminal 110 can be switched between the above two protocols.
  • the Bluetooth headset 120 supports both the A2DP protocol and the SCO Voip protocol.
  • the terminal 110 first selects the Bluetooth transmission protocol with the Bluetooth headset 120 as the A2DP protocol, and performs data with the Bluetooth headset 120 through the A2DP protocol For transmission, at any time t2 after the time t1, after the terminal 110 sets the Bluetooth transmission protocol with the Bluetooth headset 120 to the SCO Voip protocol, data transmission is performed with the Bluetooth headset 120 through the SCO Voip protocol.
  • the Bluetooth headset 120 is configured with a headset microphone
  • the terminal 110 is configured with a terminal microphone.
  • the terminal 110 is used to determine the audio to be played, and transmit the audio to be played to the aforementioned Bluetooth headset 120 for playback, such as: playing music in a music application through the Bluetooth headset 120, and playing a game application through the Bluetooth headset 120 The background sound of the game in the program, etc.
  • the terminal 110 may also be implemented as multiple terminals. As shown in FIG. 1, the terminal 110 includes a terminal 111, a terminal 112, and a terminal 113.
  • the terminal 110 and the server 130 are connected through a communication network 140, and the communication network 140 may be a wired network or a wireless network.
  • the game application has a first account logged in, and the server 130 is used to receive voice input content sent by the terminal, and according to the settings of the game application, The voice input content is sent to the terminal 110 corresponding to the teammate account of the first account, and/or the voice input content is sent to the terminal 110 corresponding to the hostile account of the first account.
  • a first account is logged in the terminal 111
  • a second account is logged in to the terminal 112.
  • the first account and the second account are teammates in a game match, and the voice activated by the first account
  • the terminal 111 sends the voice input content of the first account to the server 130 through the communication network 140
  • the server 130 sends the voice input content to the terminal 112 through the communication network 140 as the voice communication content between teammates.
  • A2DP protocol It is a protocol that supports stereo transmission but does not support the audio collection of the Bluetooth headset 120, that is, when the terminal 110 and the Bluetooth headset 120 are used for data transmission through the A2DP protocol, the Bluetooth headset 120 can receive the data sent by the terminal 110 Stereo can also receive mono audio sent by the terminal 110, but the Bluetooth headset 120 cannot send the audio collected by the microphone to the terminal 110 for transmission;
  • the Bluetooth headset 120 when data is transmitted between the terminal 110 and the Bluetooth headset 120 through the A2DP protocol, the Bluetooth headset 120 can only play sound and can play in the form of stereo sound effects, but the Bluetooth headset 120 cannot collect Audio.
  • the stereo sound effect being played in the terminal is the background sound in the game application, the account logged in in the game application cannot communicate with teammates or enemies.
  • SCO Voip protocol It is a protocol that supports both audio transmission and audio collection, but does not support the transmission of stereo sound. That is, when the terminal 110 and the Bluetooth headset 120 perform data transmission through the SCO Voip protocol, the Bluetooth headset 120 It can receive mono audio sent by the terminal 110, or collect audio and transmit it to the terminal 110, but the Bluetooth headset 120 cannot receive the stereo sent by the terminal 110.
  • the Bluetooth headset 120 can collect audio and can also play audio, but the audio played by the Bluetooth headset 120 cannot be realized as Stereo sound effects.
  • the running application in the terminal is a game application
  • the audio played by the Bluetooth headset 120 is a game background sound
  • the position of the background sound cannot be confirmed based on the game background sound, such as the position of footsteps, gunshots, etc. .
  • FIG. 4 is a flowchart of an audio playback and collection method provided by an exemplary embodiment of the present application.
  • the method is applied to the terminal 110 shown in FIG. 1 as an example for explanation.
  • the terminal is connected to a Bluetooth headset, and the terminal A terminal microphone is configured, and the Bluetooth headset is configured with a headset microphone.
  • the method includes:
  • Step 401 Display the program interface of the target application, the program interface corresponds to the first audio, and the first audio is played through the Bluetooth headset in the form of stereo sound effects.
  • the target application includes any one of a game application, a music application, a video application, a social application, and a financial application.
  • the program interface is a game interface in the game application
  • the program interface is a picture that includes a virtual object to observe the virtual environment.
  • the first audio corresponding to the game interface is background audio during the game, and when the first audio is audio with stereo sound effects, the first audio is used to identify the position of the sounding position relative to the virtual object in the virtual environment.
  • the background audio includes at least one of footsteps, gunshots, magic dubbing, special effects dubbing, and vehicle launch sounds.
  • the background audio can be identified.
  • the location of the location such as: the location of footsteps, the location of gunfire, etc.
  • the program interface includes a virtual object to observe the virtual environment screen.
  • the gunshot played by the Bluetooth headset corresponding to the left ear is louder to reflect the direction of the gunshot Located on the left side of the virtual object in the virtual environment.
  • the program interface is a playback interface in the music program
  • the first audio is music currently being played in the music program
  • the music is played through a Bluetooth headset in the form of stereo sound effects.
  • the program interface is a video playback interface in the video application
  • the first audio is the dubbing audio of the video currently playing in the video application
  • the dubbing audio is stereo sound
  • the form is played via Bluetooth headset.
  • the program interface can be a public social interface in the social application or a chat interface in the social application
  • the first audio is the social application
  • the first audio can be the audio published in the public social interface, the audio sent by the chat object in the chat interface, or the program background sound of the social application.
  • the program interface may be at least one of a transfer interface, a balance viewing interface, and a bill query interface in the financial application
  • the first audio may be the financial application
  • the program background sound in the program can also be a special effect dubbing in a financial application, such as the sound of gold coins falling.
  • the program interface corresponds to the stereo connection mode between the Bluetooth headset and the terminal as the default connection mode, or the currently set connection mode between the Bluetooth headset and the terminal corresponding to the program interface is the stereo connection mode.
  • the stereo connection mode is a connection mode for data transmission between the terminal and the Bluetooth headset through the A2DP protocol. That is, when the terminal displays the program interface, the Bluetooth headset and the terminal use the A2DP protocol for data transmission by default, or after the terminal receives the mode selection operation, the A2DP protocol is used as the protocol for data transmission between the Bluetooth headset and the terminal.
  • Step 402 Receive a voice input signal.
  • the voice input signal is used to enable a voice input function of the terminal, and the voice input function is used to collect voice input content.
  • the voice input signal may be generated according to a user's operation in the terminal, or may be sent by the server to the terminal.
  • the terminal displays the game battle interface.
  • the terminal receives a voice input signal, or when the terminal enters a game battle, the server sends a voice input signal to the terminal to start the game battle interface.
  • Voice function When the user turns on the voice function in the game battle interface, the terminal receives a voice input signal, or when the terminal enters a game battle, the server sends a voice input signal to the terminal to start the game battle interface.
  • the voice input function may be a function provided in a program interface, a function provided by another interface in the target application program, a function provided by another application program or a function provided by the terminal operating system.
  • the voice input function is a voice dialogue function provided by the game interface.
  • the voice dialogue function Through the voice dialogue function, the account logged in the game application can communicate with Teammates and/or opponents communicate via voice dialogue.
  • the voice input function is a voice translation function provided in a translation application, and the voice input content is translated through the voice translation function.
  • Step 403 Shield the channel opening notification sent to the headset microphone according to the voice input signal.
  • the channel open notification is used to notify the headset microphone to turn on the first voice input channel, and collect the second audio through the first voice input channel, and shield the channel open notification sent to the headset microphone, then the headset microphone will not receive the channel open Notice, the first voice input channel will not be turned on to collect the second audio.
  • Step 404 Notify the terminal microphone to open the second voice input channel to collect the second audio as voice input content.
  • the terminal microphone is a microphone configured on the terminal, and optionally, the second audio is audio collected through the terminal microphone.
  • the voice input content is content applied to the voice input function.
  • the playback of the first audio and the collection of the second audio are performed simultaneously.
  • the manner of determining to open the second voice input channel through the terminal microphone includes any one of the following manners:
  • the playback sound effect of the first audio being a stereo sound effect
  • the voice input channel collects the second audio as the voice input content
  • the connection mode between the terminal and the Bluetooth headset is the stereo connection mode by default
  • the second voice input channel is turned on through the terminal microphone to collect the second audio as the voice input content.
  • the A2DP protocol is used as an example for data transmission between the Bluetooth headset and the terminal.
  • the terminal and the Bluetooth headset are performed through the SCO Voip protocol 510
  • the terminal and the Bluetooth headset perform data transmission through the A2DP protocol 520, shielding the notification of opening the voice input channel for the Bluetooth headset, and notifying the terminal microphone 530 to open the voice input channel. That is, as shown in FIG. 6, the Bluetooth headset 610 is only responsible for playing the first audio, and the terminal 620 is responsible for collecting the second audio through the microphone.
  • the audio playback and collection method when the terminal is connected to a Bluetooth headset and plays the first audio in the form of stereo sound effects through the Bluetooth headset, the second audio is collected through the terminal microphone as the voice input content. While the first audio played by the Bluetooth headset is in the form of stereo sound effects, the second audio is collected through the terminal microphone, which avoids the problem that the Bluetooth headset cannot collect audio while playing stereo sound. It is used in game applications During medium time, ensure that the functions of the game application can be implemented normally.
  • FIG. 7 is a flowchart of an audio playback and collection method provided by another exemplary embodiment of the present application. Taking the terminal 110 shown in FIG. 1 as an example for description, as shown in FIG. 7, the method includes:
  • Step 701 Display the program interface of the target application, and the program interface corresponds to the first audio.
  • the first audio is played through a Bluetooth headset in the form of stereo sound effects, or the first audio is played through a Bluetooth headset in the form of mono sound effects.
  • the play form of the first audio is determined according to the connection mode between the Bluetooth headset and the terminal.
  • the target application includes any one of a game application, a music application, a video application, a social application, and a financial application.
  • the target application is a game application as an example for description.
  • the program interface is a game interface in the game application, and the program interface includes a screen for a virtual object to observe the virtual environment.
  • the first audio corresponding to the game interface is the background audio during the game.
  • the first audio is used to identify the sound position of the first audio according to the stereo sound effect, which is relatively virtual in the virtual environment
  • the orientation of the object is relatively virtual in the virtual environment
  • the background audio includes at least one of footsteps, gunshots, magic dubbing, special effects dubbing, and vehicle launch sounds.
  • the background audio can be identified.
  • the location of the location such as: the location of footsteps, the location of gunfire, etc.
  • Step 702 Determine the connection mode between the Bluetooth headset and the terminal.
  • connection mode includes any one of a stereo connection mode and a mono connection mode.
  • connection mode between the Bluetooth headset and the terminal is stereo connection mode
  • the first audio corresponding to the program interface is played through the Bluetooth headset in the form of stereo sound effects
  • the connection mode between the Bluetooth headset and the terminal is mono In the channel connection mode
  • the first audio corresponding to the program interface is played through the Bluetooth headset in the form of a mono sound effect.
  • connection mode between the Bluetooth headset and the terminal is determined according to the mode selection operation.
  • the terminal receives a mode selection operation, and the mode selection operation is used to select the connection mode between the Bluetooth headset and the terminal between a mono connection mode and a stereo connection mode.
  • the second audio is collected through the terminal microphone, that is, the Bluetooth headset is only responsible for playing the first audio, and the data transmission between the Bluetooth headset and the terminal is performed through the A2DP protocol; when the option Bluetooth headset is received During the selection operation on the 822, the second audio is collected through the microphone configured in the Bluetooth headset, that is, the Bluetooth headset is responsible for playing the first audio and collecting the second audio, and the first audio played by the Bluetooth headset is mono audio. Data transmission is carried out between the Bluetooth headset and the terminal through the SCO Voip protocol.
  • Step 703 Receive a voice input signal.
  • the voice input function may be a function provided in a program interface, a function provided by another interface in the target application program, a function provided by another application program or a function provided by the terminal operating system.
  • Step 704 in response to the Bluetooth headset and the terminal being connected in a stereo connection mode, shield the channel opening notification sent to the headset microphone, and notify the terminal microphone to turn on the second voice input channel to collect the second audio as voice input content.
  • the corresponding selected connection mode is the stereo connection mode, according to the mode
  • the selection operation amplifies the sound intensity of the collected second audio by a preset multiple.
  • the playback of the first audio and the collection of the second audio are performed simultaneously.
  • Step 705 In response to the connection between the Bluetooth headset and the terminal in a mono connection mode, notify the headset microphone to turn on the first voice input channel to collect the second audio as voice input content.
  • the first audio is played through the Bluetooth headset in the form of a mono sound effect.
  • the audio playback and collection method when the terminal is connected to a Bluetooth headset and plays the first audio in the form of stereo sound effects through the Bluetooth headset, the second audio is collected through the terminal microphone as the voice input content. While the first audio played by the Bluetooth headset is in the form of stereo sound effects, the second audio is collected through the terminal microphone, which avoids the problem that the Bluetooth headset cannot collect audio while playing stereo sound. It is used in game applications During medium time, ensure that the functions of the game application can be implemented normally.
  • FIG. 10 is a flowchart of an audio playback and collection method provided by another exemplary embodiment of the present application. Take the method applied to the terminal 110 shown in FIG. 1 as an example for description. As shown in FIG. 10, the method includes:
  • Step 1001 Display the program interface of the target application program, the program interface corresponds to the first audio, and the first audio is played in the form of stereo sound effect through the Bluetooth headset.
  • the target application is any one of a game application, a music application, a video application, a social application, and a financial application.
  • the program interface corresponds to the stereo connection mode between the Bluetooth headset and the terminal as the default connection mode, or the currently set connection mode between the Bluetooth headset and the terminal corresponding to the program interface is the stereo connection mode.
  • the stereo connection mode is a connection mode for data transmission between the terminal and the Bluetooth headset through the A2DP protocol. That is, when the terminal displays the program interface, the Bluetooth headset and the terminal use the A2DP protocol for data transmission by default, or after the terminal receives the mode selection operation, the A2DP protocol is used as the protocol for data transmission between the Bluetooth headset and the terminal.
  • Step 1002 Receive a voice input signal.
  • the voice input signal is used to turn on the voice input function of the terminal, and the voice input function is a function realized through the collection of voice input content.
  • Step 1003 Block the channel opening notification sent to the headset microphone according to the voice input signal.
  • the channel opening notification is used to notify the headset microphone to turn on the first voice input channel, and collect the second audio through the first voice input channel, and shield the channel opening notification sent to the headset microphone, then the headset microphone will not receive the channel opening Notice, the first voice input channel will not be turned on to collect the second audio.
  • Step 1004 Notify the terminal microphone to turn on the second voice input channel to collect the second audio as voice input content.
  • the headset microphone is a microphone configured on a Bluetooth headset
  • the terminal microphone is a microphone configured on the terminal
  • the second audio is audio collected by the terminal microphone
  • the voice input content is content applied to the voice input function.
  • Step 1005 Receive a first volume adjustment operation.
  • the first volume adjustment operation includes any one of the following operations:
  • the volume adjustment key is a physical button on the terminal;
  • the terminal interface includes a volume adjustment control, and the adjustment operation on the volume adjustment control is used as the first volume adjustment operation.
  • Step 1006 Adjust the playback volume of the first audio according to the first volume adjustment operation.
  • Step 1007 Receive a second volume adjustment operation.
  • the second volume adjustment operation includes any one of the following operations:
  • the volume adjustment key is a physical button on the terminal;
  • the terminal interface includes a volume adjustment control, and the adjustment operation on the volume adjustment control is used as the second volume adjustment operation.
  • the above-mentioned first volume adjustment operation and the second volume adjustment operation are two different operations, and the objects of adjustment are distinguished through the two different operations.
  • Step 1008 Adjust the sound intensity of the collected second audio according to the second volume adjustment operation.
  • the audio playback and collection method when the terminal is connected to a Bluetooth headset and plays the first audio in the form of stereo sound effects through the Bluetooth headset, the second audio is collected through the terminal microphone as the voice input content. While the first audio played by the Bluetooth headset is in the form of stereo sound effects, the second audio is collected through the terminal microphone, which avoids the problem that the Bluetooth headset cannot collect audio while playing stereo sound. It is used in game applications During medium time, ensure that the functions of the game application can be implemented normally.
  • the microphone of the terminal when the second audio is collected through the terminal, the microphone of the terminal is usually at a certain distance from the sounding position. Therefore, the sound intensity of the collected second audio is usually weak, and two different volume adjustment operations are performed. The volume of the first audio and the input sound intensity of the second audio are adjusted separately to ensure that the sound intensity of the second audio can be adjusted to an appropriate intensity.
  • FIG. 11 combining the player, setting the collection source, the connection mode, and the overall performance of the Bluetooth headset and the terminal to describe the audio playback collection method involved in the embodiment of the present application, as shown in FIG. 11 Show:
  • Step 1101 The player connects the Bluetooth headset to the terminal.
  • the player matches the Bluetooth headset with the terminal in the terminal setting interface.
  • the connection between the Bluetooth headset and the terminal is realized; or, the Bluetooth headset is a headset that has established a historical connection relationship with the terminal. Then when the user turns on the Bluetooth headset, a connection relationship between the Bluetooth headset and the terminal is automatically established.
  • Step 1102 Set the collection source to be a Bluetooth headset.
  • the collection of the second audio is set to be performed by the microphone configured in the Bluetooth headset.
  • Step 1103 It is determined that the connection mode is a connection mode through the SCO Voip protocol.
  • Step 1104 Play the first audio through the Bluetooth headset, and collect the second audio through the Bluetooth headset.
  • the first audio is played in mono.
  • Step 1105 Set the collection source as the terminal.
  • the collection of the second audio is set to be performed by the terminal microphone configured in the terminal.
  • Step 1106 It is determined that the connection mode is a connection mode through the A2DP protocol.
  • Step 1107 Play the first audio through the Bluetooth headset, and collect the second audio through the terminal.
  • the first audio is played in the form of stereo sound effects.
  • the audio playback and collection method when the terminal is connected to a Bluetooth headset and plays the first audio in the form of stereo sound effects through the Bluetooth headset, the second audio is collected through the terminal microphone as the voice input content. While the first audio played by the Bluetooth headset is in the form of stereo sound effects, the second audio is collected through the terminal microphone, which avoids the problem that the Bluetooth headset cannot collect audio while playing stereo sound. It is used in game applications During medium time, ensure that the functions of the game application can be implemented normally.
  • FIG. 12 is a structural block diagram of an audio playback and collection device provided by an exemplary embodiment of the present application.
  • the terminal is equipped with a terminal microphone, and the Bluetooth headset connected to the terminal is configured There is a headset microphone, the device includes: a display module 1210, a receiving module 1220, and a sending module 1230;
  • the display module 1210 is configured to display a program interface of a target application program, the program interface corresponds to a first audio, and the first audio is played through the Bluetooth headset in the form of a stereo sound effect;
  • the receiving module 1220 is configured to receive a voice input signal, the voice input signal is used to enable the voice input function of the terminal, and the voice input function is used to collect voice input content;
  • the sending module 1230 is configured to shield the channel opening notification sent to the headset microphone according to the voice input signal, and the channel opening notification is used to notify the headset microphone to turn on the first voice input channel; to notify the terminal microphone to turn on the first voice input channel.
  • the second voice input channel collects second audio as the voice input content.
  • the device also includes:
  • a determining module 1240 configured to determine the connection mode between the Bluetooth headset and the terminal
  • the sending module 1230 is further configured to respond to the connection between the Bluetooth headset and the terminal in the stereo connection mode, shielding the channel opening notification sent to the headset microphone.
  • connection mode between the Bluetooth headset and the terminal is the stereo connection mode
  • the stereo connection mode is a default connection mode between the Bluetooth headset and the terminal; or, the stereo connection mode is a connection mode currently set between the Bluetooth headset and the terminal.
  • the sending module 1230 is further configured to, in response to the connection between the Bluetooth headset and the terminal in the mono connection mode, notify the headset microphone to turn on the first
  • the voice input channel collects the second audio as the voice input content; the first audio is played through the Bluetooth headset in the form of a mono sound effect.
  • the receiving module 1220 is further configured to receive a mode selection operation, and the mode selection operation is used to set the connection mode between the Bluetooth headset and the terminal in the mono Selecting between the connection mode and the stereo connection mode;
  • the amplification module 1250 is configured to amplify the sound intensity of the collected second audio by a preset multiple in response to the mode selection operation corresponding to the selected connection mode being the stereo connection mode.
  • the sending module 1230 is further configured to determine the playback sound effect of the first audio played by the Bluetooth headset; the playback sound effect in response to the first audio is the stereo sound effect Shielding the channel opening notification sent to the headset microphone according to the voice input signal.
  • the receiving module 1220 is further configured to receive a first volume adjustment operation, and adjust the playback volume of the first audio according to the first volume adjustment operation.
  • the receiving module 1220 is further configured to receive a second volume adjustment operation, and adjust the sound intensity of the collected second audio according to the second volume adjustment operation.
  • the target application includes a game application
  • the program interface includes a screen for observing a virtual environment based on a virtual object
  • the first audio is background audio during the game.
  • the first audio is used to identify the position of the sounding position relative to the virtual object in the virtual environment.
  • the aforementioned display module 1210 can be implemented by a display screen, or can be implemented by a display screen, a processor, and a memory; the aforementioned receiving module 1220, sending module 1230, determining module 1240, and amplifying module 1250 can be implemented by a processor. It can also be implemented by a combination of a processor and a memory.
  • FIG. 14 shows a structural block diagram of a terminal 1400 provided by an exemplary embodiment of the present invention.
  • the terminal 1400 can be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, moving picture experts compress standard audio layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, moving picture experts compress standard audio Level 4) Player, laptop or desktop computer.
  • the terminal 1400 may also be called user equipment, portable terminal, laptop terminal, desktop terminal and other names.
  • the terminal 1400 includes a processor 1401 and a memory 1402.
  • the processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on.
  • the processor 1401 may adopt at least one hardware form among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array, Programmable Logic Array). achieve.
  • the processor 1401 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in the wake state, also called a CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor used to process data in the standby state.
  • the processor 1401 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used to render and draw content that needs to be displayed on the display screen.
  • the processor 1401 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process calculation operations related to machine learning.
  • AI Artificial Intelligence
  • the memory 1402 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1401 to implement the audio processing provided by the method embodiments of the present application. Play collection.
  • the terminal 1400 optionally further includes: a peripheral device interface 1403 and at least one peripheral device.
  • the processor 1401, the memory 1402, and the peripheral device interface 1403 may be connected through a bus or signal line.
  • Each peripheral device can be connected to the peripheral device interface 1403 through a bus, a signal line, or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1404, a touch display screen 1405, a camera 1406, an audio circuit 1407, a positioning component 1408, and a power supply 1409.
  • the peripheral device interface 1403 may be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1401 and the memory 1402.
  • the processor 1401, the memory 1402, and the peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one of the processor 1401, the memory 1402, and the peripheral device interface 1403 or The two can be implemented on a separate chip or circuit board, which is not limited in this embodiment.
  • the radio frequency circuit 1404 is used to receive and transmit RF (Radio Frequency, radio frequency) signals, also called electromagnetic signals.
  • the radio frequency circuit 1404 communicates with a communication network and other communication devices through electromagnetic signals.
  • the radio frequency circuit 1404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
  • the radio frequency circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and so on.
  • the radio frequency circuit 1404 can communicate with other terminals through at least one wireless communication protocol.
  • the wireless communication protocol includes but is not limited to: World Wide Web, Metropolitan Area Network, Intranet, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area network and/or WiFi (Wireless Fidelity, wireless fidelity) network.
  • the radio frequency circuit 1404 may also include NFC (Near Field Communication) related circuits, which is not limited in this application.
  • the display screen 1405 is used for displaying UI (User Interface).
  • the UI can include graphics, text, icons, videos, and any combination thereof.
  • the display screen 1405 also has the ability to collect touch signals on or above the surface of the display screen 1405.
  • the touch signal may be input to the processor 1401 as a control signal for processing.
  • the display screen 1405 may also be used to provide virtual buttons and/or virtual keyboards, also called soft buttons and/or soft keyboards.
  • the display screen 1405 may be one display screen 1405, which is provided with the front panel of the terminal 1400; in other embodiments, there may be at least two display screens 1405, which are respectively arranged on different surfaces of the terminal 1400 or in a folded design; In still other embodiments, the display screen 1405 may be a flexible display screen, which is arranged on the curved surface or the folding surface of the terminal 1400. Furthermore, the display screen 1405 can also be configured as a non-rectangular irregular pattern, that is, a special-shaped screen.
  • the display screen 1405 may be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode, organic light emitting diode).
  • the audio circuit 1407 may include a microphone and a speaker.
  • the microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals and input them to the processor 1401 for processing, or input to the radio frequency circuit 1404 to implement voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively set in different parts of the terminal 1400.
  • the microphone can also be an array microphone or an omnidirectional collection microphone.
  • the speaker is used to convert the electrical signal from the processor 1401 or the radio frequency circuit 1404 into sound waves.
  • the speaker can be a traditional thin-film speaker or a piezoelectric ceramic speaker.
  • the speaker When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for distance measurement and other purposes.
  • the audio circuit 1407 may also include a headphone jack.
  • the positioning component 1408 is used to locate the current geographic location of the terminal 1400 to implement navigation or LBS (Location Based Service, location-based service).
  • the positioning component 1408 may be a positioning component based on the GPS (Global Positioning System, Global Positioning System) of the United States, the Beidou system of China, or the Galileo system of Russia.
  • the power supply 1409 is used to supply power to various components in the terminal 1400.
  • the power supply 1409 may be alternating current, direct current, disposable batteries or rechargeable batteries.
  • the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery.
  • a wired rechargeable battery is a battery charged through a wired line
  • a wireless rechargeable battery is a battery charged through a wireless coil.
  • the rechargeable battery can also be used to support fast charging technology.
  • the terminal 1400 further includes one or more sensors 1410.
  • the one or more sensors 1410 include, but are not limited to, an acceleration sensor 1411, a gyroscope sensor 1412, a pressure sensor 1413, a fingerprint sensor 1414, an optical sensor 1415, and a proximity sensor 1416.
  • the acceleration sensor 1411 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1400.
  • the acceleration sensor 1411 may be used to detect the components of gravitational acceleration on three coordinate axes.
  • the processor 1401 may control the touch screen 1405 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1411.
  • the acceleration sensor 1411 may also be used for the collection of game or user motion data.
  • the gyroscope sensor 1412 can detect the body direction and rotation angle of the terminal 1400, and the gyroscope sensor 1412 can cooperate with the acceleration sensor 1411 to collect the user's 3D actions on the terminal 1400.
  • the processor 1401 can implement the following functions according to the data collected by the gyroscope sensor 1412: motion sensing (for example, changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
  • the pressure sensor 1413 may be arranged on the side frame of the terminal 1400 and/or the lower layer of the touch screen 1405.
  • the processor 1401 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor 1413.
  • the processor 1401 operates according to the user's pressure on the touch display screen 1405 to control the operability controls on the UI interface.
  • the operability control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.
  • the fingerprint sensor 1414 is used to collect the user's fingerprint.
  • the processor 1401 identifies the user's identity according to the fingerprint collected by the fingerprint sensor 1414, or the fingerprint sensor 1414 identifies the user's identity according to the collected fingerprint.
  • the processor 1401 authorizes the user to perform related sensitive operations, including unlocking the screen, viewing encrypted information, downloading software, paying, and changing settings.
  • the fingerprint sensor 1414 may be provided on the front, back or side of the terminal 1400. When a physical button or a manufacturer logo is provided on the terminal 1400, the fingerprint sensor 1414 may be integrated with the physical button or the manufacturer logo.
  • the optical sensor 1415 is used to collect the ambient light intensity.
  • the processor 1401 may control the display brightness of the touch screen 1405 according to the ambient light intensity collected by the optical sensor 1415. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1405 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1405 is decreased.
  • the processor 1401 may also dynamically adjust the shooting parameters of the camera assembly 1406 according to the ambient light intensity collected by the optical sensor 1415.
  • the proximity sensor 1416 also called a distance sensor, is usually arranged on the front panel of the terminal 1400.
  • the proximity sensor 1416 is used to collect the distance between the user and the front of the terminal 1400.
  • the processor 1401 controls the touch screen 1405 to switch from the on-screen state to the off-screen state; when the proximity sensor 1416 detects When the distance between the user and the front of the terminal 1400 gradually increases, the processor 1401 controls the touch display screen 1405 to switch from the on-screen state to the on-screen state.
  • FIG. 14 does not constitute a limitation on the terminal 1400, and may include more or fewer components than those shown in the figure, or combine certain components, or adopt different component arrangements.
  • the embodiment of the present application also provides a computer-readable storage medium that stores at least one instruction, at least one program, code set, or instruction set, the at least one instruction, the at least one program, the code set Or the instruction set is loaded and executed by the processor to realize the audio playback and collection method described in any one of FIGS. 4, 7 and 10.
  • This application also provides a computer program product, which when the computer program product runs on a computer, causes the computer to execute the audio playback and collection methods provided by the foregoing method embodiments.
  • the program can be stored in a computer-readable storage medium.
  • the medium may be a computer-readable storage medium included in the memory in the foregoing embodiment; or may be a computer-readable storage medium that exists alone and is not assembled into the terminal.
  • the computer-readable storage medium stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor In order to realize the audio playback collection method described in any one of FIG. 4, FIG. 7 and FIG.
  • the computer-readable storage medium may include: Read Only Memory (ROM), Random Access Memory (RAM), Solid State Drives (SSD, Solid State Drives), or optical discs.
  • random access memory may include resistive random access memory (ReRAM, Resistance Random Access Memory) and dynamic random access memory (DRAM, Dynamic Random Access Memory).
  • ReRAM resistive random access memory
  • DRAM Dynamic Random Access Memory
  • the program can be stored in a computer-readable storage medium.
  • the storage medium mentioned can be a read-only memory, a magnetic disk or an optical disk, etc.

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Abstract

本申请公开了一种音频的播放采集方法、装置、设备及可读存储介质,涉及音频处理领域。该方法应用于连接有蓝牙耳机的终端中,该终端配置有终端麦克风,蓝牙耳机配置有耳机麦克风,该方法包括:显示程序界面,程序界面对应的第一音频以立体音效的形式通过蓝牙耳机播放;接收语音输入信号;根据所述语音输入信号通知所述终端麦克风开启语音输入通道以采集第二音频作为所述语音输入内容。当通过蓝牙耳机播放立体音效形式的第一音频时,通过终端麦克风采集第二音频作为语音输入内容,在确保蓝牙耳机播放的第一音频为立体音效形式的音频的同时,通过终端麦克风实现对第二音频的采集工作,避免了蓝牙耳机在播放立体音的同时无法实现采集音频的问题。

Description

音频的播放采集方法、装置、设备及可读存储介质
本申请要求于2019年01月30日提交的申请号为201910092056.7、发明名称为“音频的播放采集方法、设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及音频处理领域,特别涉及一种音频的播放采集方法、装置、设备及可读存储介质。
背景技术
蓝牙耳机是一种通过蓝牙(英文:Bluetooth)与终端连接后播放终端当前待播放的音频的耳机设备,且通常蓝牙耳机上对应有麦克风用于收声以及发声单元用于发声,用户可以佩戴蓝牙耳机收听终端安装的音乐应用程序中正在播放的音乐、或者游戏应用程序中正在播放的游戏背景音等。
相关技术中,蓝牙耳机和终端之间通过蓝牙物理链路通话(Synchronous Connection Oriented Voip,SCO Voip)连接模式进行连接,在该连接模式下,蓝牙耳机既可以通过发声单元发声,也可以通过麦克风收声,且通过发声单元所发的声音为单声道音效的声音。
而在游戏应用程序中通常需要通过立体音效播放游戏背景音,该立体音效的游戏背景音用于对方位进行识别,如:枪声的方位、脚步声的方位,而通过上述连接模式蓝牙耳机无法在采集音频的同时对立体音效的游戏背景音进行播放,游戏应用程序的功能无法正常实现。
发明内容
本申请实施例提供了一种音频的播放采集方法、装置、设备及可读存储介质,能够实现在播放立体音的同时进行音频采集。所述技术方案如下:
一方面,提供了一种音频的播放采集方法,应用于连接有蓝牙耳机的终端中,所述终端配置有终端麦克风,所述蓝牙耳机配置有耳机麦克风,所述方法包括:
显示目标应用程序的程序界面,所述程序界面对应有第一音频,所述第一音频以立体音效的形式通过所述蓝牙耳机播放;
接收语音输入信号,所述语音输入信号用于开启所述终端的语音输入功能,所述语音输入功能用于对语音输入内容进行采集;
根据所述语音输入信号屏蔽向所述耳机麦克风发送的通道开启通知,所述通道开启通知用于通知所述耳机麦克风开启第一语音输入通道;
通知所述终端麦克风开启第二语音输入通道以采集第二音频作为所述语音输入内容
另一方面,提供了一种音频的播放采集装置,应用于连接有蓝牙耳机的终端中,所述终端配置有终端麦克风,所述蓝牙耳机配置有耳机麦克风,所述装置包括:
显示模块,用于显示目标应用程序的程序界面,所述程序界面对应有第一音频,所述第一音频以立体音效的形式通过所述蓝牙耳机播放;
接收模块,用于接收语音输入信号,所述语音输入信号用于开启所述终端的语音输入功能,所述语音输入功能用于对语音输入内容进行采集;
发送模块,用于根据所述语音输入信号屏蔽向所述耳机麦克风发送的通道开启通知,所述通道开启通知用于通知所述耳机麦克风开启第一语音输入通道;通知所述终端麦克风开启第二语音输入通道以采集第二音频作为所述语音输入内容。
另一方面,提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述本申请实施例中提供的音频的播放采集方法。
另一方面,提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如上述本申请实施例中提供的音频的播放采集方法。
另一方面,提供了一种计算机程序产品,当所述计算机程序产品在计算机上运行时,使得计算机执行如上述本申请实施例中提供的音频的播放采集方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
当终端与蓝牙耳机相连并通过蓝牙耳机播放立体音效形式的第一音频时,通过终端麦克风采集第二音频作为语音输入内容,在确保蓝牙耳机播放的第一音频为立体音效的同时,通过终端麦克风实现对第二音频的采集工作,避免了蓝牙耳机在播放立体音的同时无法实现采集音频的问题,应用于游戏应用程序中时,确保游戏应用程序的功能能够正常实现。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本申请一个示例性实施例提供的实施环境的示意图;
图2是本申请一个示例性实施例提供的蓝牙耳机与终端之间通过A2DP协定传输数据时蓝牙耳机的功能示意图;
图3是本申请一个示例性实施例提供的蓝牙耳机与终端之间通过SCO Voip协定传输数据时蓝牙耳机的功能示意图;
图4是本申请一个示例性实施例提供的音频的播放采集方法流程图;
图5是本申请一个示例性实施例提供的蓝牙耳机与终端之间通过A2DP协定传输数据时开启语音输入通道的过程示意图;
图6是本申请一个示例性实施例提供的蓝牙耳机与终端之间通过A2DP协定传输数据时蓝牙耳机和终端的功能示意图;
图7是本申请另一个示例性实施例提供的音频的播放采集方法流程图;
图8是本申请一个示例性实施例提供的声源采集设置的界面是示意图;
图9是本申请一个示例性实施例提供的蓝牙耳机与终端之间通过SCO Voip协定传输数据时蓝牙耳机的功能示意图;
图10是本申请另一个示例性实施例提供的音频的播放采集方法流程图;
图11是本申请另一个示例性实施例提供的音频的播放采集方法流程图;
图12是本申请一个示例性实施例提供的音频的播放采集装置的结构框图;
图13是本申请另一个示例性实施例提供的音频的播放采集装置的结构框图;
图14是本申请一个示例性实施例提供的终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,对本申请实施例中的实施环境进行简单介绍,请参考图1,如图1所示,该实施环境中包括终端110、蓝牙耳机120以及服务器130,其中,蓝牙耳机120与终端110之间通过蓝牙连接。
可选地,蓝牙耳机120和终端110之间可以通过多种蓝牙传输协定进行数据传输,示意性的,蓝牙耳机120和终端110之间可以通过蓝牙音频传输模型协定(Advanced Audio Distribution Profile,A2DP)进行数据传输,也可以通过蓝牙物理链路通话(Synchronous Connection Oriented Voip,SCO Voip)协定进行数据传输,且蓝牙耳机120与终端110之间的蓝牙传输协定可以在上述两个协定之间进行切换,但同一时刻蓝牙耳机120与终端110之间的蓝牙传输协定仅能有一种。示意性的,蓝牙耳机120既支持A2DP协定又支持SCO Voip协定,终端110在t1时刻首先选定与蓝牙耳机120之间的蓝牙传输协定为A2DP协定,并通过该A2DP协定与蓝牙耳机120进行数据传输,在该t1时刻之后的任意t2时刻,终端110设置与蓝牙耳机120之间的蓝牙传输协定为SCO Voip协定后,通过该SCO Voip协定与蓝牙耳机120进行数据传输。
可选地,蓝牙耳机120配置有耳机麦克风,终端110配置有终端麦克风。
可选地,终端110用于确定需要播放的音频,并将需要播放的音频传输至上述蓝牙耳机120进行播放,如:通过蓝牙耳机120播放音乐应用程序中的音乐、通过蓝牙耳机120播放游戏应用程序中的游戏背景音等。可选地,终端110还可以实现为多个终端,如图1所示,终端110包括终端111、终端112以及终端113。
可选地,终端110与服务器130之间通过通信网络140连接,该通信网络140可以是有线网络,也可以是无线网络。
示意性的,以终端110中安装有游戏应用程序为例进行说明,该游戏应用程序中登录有第一帐号,服务器130用于接收终端发送的语音输入内容,并根据游戏应用程序的设定,将该语音输入内容发送至第一帐号的队友帐号对应的终端110,和/或,将语音输入内容发送至第一帐号的敌对帐号对应的终端110。 示意性的,如图1所示,终端111中登录有第一帐号,终端112中登录有第二帐号,第一帐号和第二帐号在游戏对战中为队友关系,第一帐号所开启的语音模式为队友间语音模式,则终端111将第一帐号的语音输入内容通过通信网络140发送至服务器130,服务器130通过通信网络140将该语音输入内容发送至终端112作为队友之间的语音沟通内容。
其中,对上述两种协定进行简单介绍:
A2DP协定:是一种支持立体声的传输,但不支持蓝牙耳机120的音频采集的协定,即终端110与蓝牙耳机120之间通过该A2DP协定进行数据传输时,蓝牙耳机120能够接收终端110发送的立体声,也可以接收终端110发送的单声道音频,但该蓝牙耳机120无法将麦克风采集得到的音频发送至终端110进行传输;
也即,如图2所示,终端110与蓝牙耳机120之间通过该A2DP协定进行数据传输时,蓝牙耳机120仅能播放声音,且能够以立体音效的形式播放,但该蓝牙耳机120无法采集音频,当终端中正在播放的立体音效的音频为游戏应用程序中的背景音时,该游戏应用程序中登录的帐号无法与队友或敌人进行语音交流。
SCO Voip协定:是一种既支持音频的传输又支持音频的采集,但不支持立体音的传输的协定,即终端110与蓝牙耳机120之间通过该SCO Voip协定进行数据传输时,蓝牙耳机120能够接收终端110发送的单声道音频,也可以采集音频并传输至终端110,但该蓝牙耳机120无法接收终端110发送的立体声。
也即,如图3所示,终端110与蓝牙耳机120之间通过该SCO Voip协定进行数据传输时,蓝牙耳机120可以采集音频,也可以播放音频,但蓝牙耳机120所播放的音频无法实现为立体音效,当终端中正在运行的应用程序为游戏应用程序,蓝牙耳机120播放的音频为游戏背景音时,无法根据该游戏背景音确认背景音的方位,如:脚步声方位、枪声方位等。
图4是本申请一个示例性实施例提供的音频的播放采集方法的流程图,以该方法应用于如图1所示的终端110中为例进行说明,该终端连接有蓝牙耳机,且该终端配置有终端麦克风,该蓝牙耳机配置有耳机麦克风,如图4所示,该方法包括:
步骤401,显示目标应用程序的程序界面,程序界面对应有第一音频,第一 音频以立体音效的形式通过蓝牙耳机播放。
可选地,该目标应用程序包括游戏应用程序、音乐应用程序、视频应用程序、社交应用程序、金融应用程序中的任意一种。
可选地,当目标应用程序为游戏应用程序时,该程序界面为游戏应用程序中的游戏界面,该程序界面这种包括虚拟对象对虚拟环境进行观察的画面。该游戏界面对应的第一音频为游戏过程中的背景音频,当该第一音频为立体音效的音频时,该第一音频用于识别发声位置在虚拟环境中相对虚拟对象的方位。示意性的,该背景音频中包括脚步声、枪声、魔法配音、特效配音、交通工具发动音中的至少一种,上述背景音频以立体音效的形式通过蓝牙耳机播放时,可以辨认背景音频所处的方位,如:脚步声的方位、枪声的方位等。示意性的,程序界面中包括虚拟对象观察虚拟环境的画面,当枪声位于虚拟对战中虚拟对象的左侧时,左耳对应的蓝牙耳机播放的枪声较响,以体现该枪声的方位在虚拟环境中位于虚拟对象的左侧。
可选地,当目标应用程序为音乐应用程序时,该程序界面为音乐程序中的播放界面,该第一音频为音乐程序中当前播放的音乐,该音乐以立体音效的形式通过蓝牙耳机播放。
可选地,当目标应用程序为视频应用程序时,该程序界面为视频应用程序中的视频播放界面,该第一音频为视频应用程序中当前播放的视频的配音音频,该配音音频以立体音效的形式通过蓝牙耳机播放。
可选地,当目标应用程序为社交应用程序时,该程序界面可以是该社交应用程序中的公共社交界面,也可以是该社交应用程序中的聊天界面,该第一音频为该社交应用程序中播放的音频,如:该第一音频可以是公共社交界面中发布的音频,也可以是聊天界面中聊天对象发出的音频,还可以是社交应用程序的程序背景音。
可选地,当目标应用程序为金融应用程序时,该程序界面可以是该金融应用程序中的转账界面、余额查看界面、账单查询界面中的至少一种,该第一音频可以是该金融应用程序中的程序背景音,也可以是金融应用程序中的特效配音,如:金币掉落的声音。
可选地,该程序界面对应有蓝牙耳机和终端之间的立体声连接模式作为默认连接模式,或,该程序界面对应的蓝牙耳机和终端之间的当前设置的连接模式为立体声连接模式。可选地,该立体声连接模式为终端与蓝牙耳机之间通过 A2DP协定进行数据传输的连接模式。即,终端显示该程序界面时,蓝牙耳机与终端之间默认通过A2DP协定进行数据传输,或,终端接收模式选择操作后,将A2DP协定作为蓝牙耳机与终端之间进行数据传输的协定。
步骤402,接收语音输入信号。
可选地,该语音输入信号用于开启终端的语音输入功能,该语音输入功能用于对语音输入内容进行采集。
可选地,该语音输入信号可以是根据用户在终端中的操作生成的,也可以是服务器向终端发送的。示意性的,终端显示游戏对战界面,当用户在游戏对战界面中开启语音功能时,终端接收语音输入信号,或,当终端进入游戏对战时,服务器向终端发送语音输入信号以开启该游戏对战的语音功能。
可选地,该语音输入功能可以是程序界面中提供的功能,也可以是目标应用程序中其他界面提供的功能,还可以是其他应用程序提供的功能或终端操作系统提供的功能。
示意性的,以程序界面为终端的游戏应用程序中的游戏界面为例,该语音输入功能为该游戏界面提供的语音对话功能,通过该语音对话功能,该游戏应用程序中登陆的帐号能够与队友和/或敌方进行语音对话沟通。可选地,该语音输入功能为翻译应用程序中提供的语音翻译功能,通过该语音翻译功能对语音输入内容进行翻译。
步骤403,根据语音输入信号屏蔽向耳机麦克风发送的通道开启通知。
可选地,通道开启通知用于通知耳机麦克风开启第一语音输入通道,并通过第一语音输入通道采集第二音频,屏蔽向耳机麦克风发送的通道开启通知,则耳机麦克风不会接收到通道开启通知,也不会开启第一语音输入通道对第二音频进行采集。
步骤404,通知终端麦克风开启第二语音输入通道以采集第二音频作为语音输入内容。
可选地,该终端麦克风为终端上配置的麦克风,可选地,第二音频为通过终端麦克风采集得到的音频。可选地,语音输入内容为应用于语音输入功能中的内容。
可选地,第一音频的播放和第二音频的采集是同时进行的。
可选地,由于蓝牙耳机配置有耳机麦克风,默认情况下,通过耳机麦克风开启的第一语音输入通道采集第二音频作为语音输入内容,但由于通过蓝牙耳 机播放第一音频的同时通过蓝牙耳机采集第二音频会导致第一音频的播放无法实现为立体音效,故,屏蔽向耳机麦克风发送的通道开启通知。
可选地,确定通过终端麦克风开启第二语音输入通道的方式包括如下方式中的任意一种:
第一,接收模式选择操作,响应于模式选择操作对应被选择的连接模式为立体声连接模式,通过终端麦克风开启第二语音输入通道以采集第二音频作为语音输入内容;
第二,对蓝牙耳机播放的第一音频的播放音效进行确定,响应于第一音频的播放音效为立体音效,根据语音输入信号屏蔽向耳机麦克风发送的通道开启通知,并通知终端麦克风开启第二语音输入通道以采集第二音频作为语音输入内容;
第三,当终端和蓝牙耳机之间的连接模式默认为立体声连接模式时,通过终端麦克风开启第二语音输入通道以采集第二音频作为语音输入内容。
示意性的,以终端接收到模式选择操作后,将A2DP协定作为蓝牙耳机与终端之间进行数据传输的协定为例进行说明,请参考图5,终端与蓝牙耳机之间通过SCO Voip协定510进行数据传输,当终端接收到模式选择操作后,终端与蓝牙耳机之间通过A2DP协定520进行数据传输,屏蔽对蓝牙耳机开启语音输入通道的通知,并通知终端麦克风530开启语音输入通道。也即,如图6所示,蓝牙耳机610仅负责对第一音频进行播放,而终端620负责通过麦克风对第二音频进行采集。
综上所述,本实施例提供的音频的播放采集方法,当终端与蓝牙耳机相连并通过蓝牙耳机播放立体音效形式的第一音频时,通过终端麦克风采集第二音频作为语音输入内容,在确保蓝牙耳机播放的第一音频为立体音效形式的音频的同时,通过终端麦克风实现对第二音频的采集工作,避免了蓝牙耳机在播放立体音的同时无法实现采集音频的问题,应用于游戏应用程序中时,确保游戏应用程序的功能能够正常实现。
在一个可选的实施例中,蓝牙耳机和终端之间还可以通过SCO Voip协定进行数据传输,图7是本申请另一个示例性实施例提供的音频的播放采集方法流程图,以该方法应用于如图1所示的终端110中为例进行说明,如图7所示,该方法包括:
步骤701,显示目标应用程序的程序界面,程序界面对应有第一音频。
可选地,该第一音频以立体音效的形式通过蓝牙耳机播放,或,该第一音频以单声道音效的形式通过蓝牙耳机播放。其中,该第一音频的播放形式根据蓝牙耳机与终端之间的连接方式确定。
可选地,该目标应用程序包括游戏应用程序、音乐应用程序、视频应用程序、社交应用程序、金融应用程序中的任意一种。
可选地,本实施例中,以目标应用程序为游戏应用程序为例进行说明,该程序界面为游戏应用程序中的游戏界面,该程序界面中包括虚拟对象对虚拟环境进行观察的画面。该游戏界面对应的第一音频为游戏过程中的背景音频,当该第一音频为立体音效的音频时,该第一音频用于根据立体音效识别第一音频的发声位置在虚拟环境中相对虚拟对象的方位。示意性的,该背景音频中包括脚步声、枪声、魔法配音、特效配音、交通工具发动音中的至少一种,上述背景音频通过立体音效的形式通过蓝牙耳机播放时,可以辨认背景音频所处的方位,如:脚步声的方位、枪声的方位等。
步骤702,确定蓝牙耳机和终端之间的连接模式。
可选地,该连接模式包括立体声连接模式和单声道连接模式中的任意一种。可选地,当蓝牙耳机与终端之间的连接模式为立体声连接模式时,程序界面对应的第一音频以立体音效的形式通过蓝牙耳机播放;当蓝牙耳机与终端之间的连接模式为单声道连接模式时,程序界面对应的第一音频以单声道音效的形式通过蓝牙耳机播放。
可选地,该蓝牙耳机与终端之间的连接模式是根据模式选择操作确定得到的。可选地,终端接收模式选择操作,该模式选择操作用于对蓝牙耳机和终端之间的连接模式在单声道连接模式和立体声连接模式之间进行选择。
可选地,该模式选择操作可以是对采集第二音频的设备进行选择的操作,示意性的,以上述目标应用程序为游戏程序,且语音输入功能为程序界面中提供的功能为例进行说明,请参考图8,如图8所示,游戏应用程序的音频设置界面81中显示有采集来源设置项82,所述采集来源设置项82中显示有选项终端821和选项蓝牙耳机822,当接收到在选项终端821上的选择操作时,即通过终端麦克风采集第二音频,即蓝牙耳机仅负责播放第一音频,蓝牙耳机和终端之间通过A2DP协定进行数据传输;当接收到在选项蓝牙耳机822上的选择操作时,即通过蓝牙耳机中配置的麦克风采集第二音频,即蓝牙耳机负责播放第一 音频和采集第二音频,且该蓝牙耳机所播放的第一音频为单声道音频,蓝牙耳机和终端之间通过SCO Voip协定进行数据传输。
步骤703,接收语音输入信号。
可选地,该语音输入信号用于开启终端的语音输入功能,该语音输入功能用于采集语音输入内容。
可选地,该语音输入功能可以是程序界面中提供的功能,也可以是目标应用程序中其他界面提供的功能,还可以是其他应用程序提供的功能或终端操作系统提供的功能。
步骤704,响应于蓝牙耳机与终端之间通过立体声连接模式连接,屏蔽向所述耳机麦克风发送的通道开启通知,并通知终端麦克风开启第二语音输入通道以采集第二音频作为语音输入内容。
可选地,由于通过终端麦克风采集第二音频时,终端麦克风所采集到的第二音频的声强较弱,故响应于上述模式选择操作中对应被选择的连接模式为立体声连接模式,根据模式选择操作对采集得到的第二音频的声强放大预设倍数。
可选地,第一音频的播放与第二音频的采集同时进行。
步骤705,响应于蓝牙耳机与终端之间通过单声道连接模式连接,通知耳机麦克风开启第一语音输入通道以采集第二音频作为语音输入内容。
可选地,当蓝牙耳机与终端之间通过单声道连接模式连接时,第一音频以单声道音效的形式通过蓝牙耳机播放。
示意性的,请参考图9,当蓝牙耳机与终端之间通过单声道连接模式连接时,开启SCO Voip模式,并关闭A2DP模式,第一音频的播放通过蓝牙耳机进行,且第二音频的采集也通过蓝牙耳机进行。
综上所述,本实施例提供的音频的播放采集方法,当终端与蓝牙耳机相连并通过蓝牙耳机播放立体音效形式的第一音频时,通过终端麦克风采集第二音频作为语音输入内容,在确保蓝牙耳机播放的第一音频为立体音效形式的音频的同时,通过终端麦克风实现对第二音频的采集工作,避免了蓝牙耳机在播放立体音的同时无法实现采集音频的问题,应用于游戏应用程序中时,确保游戏应用程序的功能能够正常实现。
本实施例提供的方法,通过模式选择操作对蓝牙耳机与终端之间的连接模式进行选择,并根据选择得到的连接模式确定对第二音频进行采集的设备,以及确定蓝牙耳机所播放的第一音频的播放形式,提供选择以适应不同的用户习 惯。
在一个可选的实施例中,上述第一音频和第二音频的音量可以分别通过不同的调节方式进行调节,图10是本申请另一个示例性实施例提供的音频的播放采集方法的流程图,以该方法应用于如图1所示的终端110中为例进行说明,如图10所示,该方法包括:
步骤1001,显示目标应用程序的程序界面,程序界面对应有第一音频,第一音频以立体音效的形式通过蓝牙耳机播放。
可选地,该目标应用程序是游戏应用程序、音乐应用程序、视频应用程序、社交应用程序、金融应用程序中的任意一种。
可选地,该程序界面对应有蓝牙耳机和终端之间的立体声连接模式作为默认连接模式,或,该程序界面对应的蓝牙耳机和终端之间的当前设置的连接模式为立体声连接模式。可选地,该立体声连接模式为终端与蓝牙耳机之间通过A2DP协定进行数据传输的连接模式。即,终端显示该程序界面时,蓝牙耳机与终端之间默认通过A2DP协定进行数据传输,或,终端接收模式选择操作后,将A2DP协定作为蓝牙耳机与终端之间进行数据传输的协定。
步骤1002,接收语音输入信号。
可选地,该语音输入信号用于开启终端的语音输入功能,该语音输入功能为通过语音输入内容的采集实现的功能。
步骤1003,根据语音输入信号屏蔽向所述耳机麦克风发送的通道开启通知。
可选地,通道开启通知用于通知耳机麦克风开启第一语音输入通道,并通过第一语音输入通道采集第二音频,屏蔽向耳机麦克风发送的通道开启通知,则耳机麦克风不会接收到通道开启通知,也不会开启第一语音输入通道对第二音频进行采集。
步骤1004,通知终端麦克风开启第二语音输入通道以采集第二音频作为语音输入内容。
可选地,该耳机麦克风为蓝牙耳机上配置的麦克风,终端麦克风为终端上配置的麦克风,可选地,该第二音频为通过终端麦克风采集得到的音频。可选地,该语音输入内容为应用于语音输入功能中的内容。
步骤1005,接收第一音量调节操作。
可选地,该第一音量调节操作包括如下操作中的任意一种:
第一,长按音量调节键;可选地,该音量调节键为终端上的物理按键;
第二,连续多次单击音量调节键;
第三,终端界面中包括音量调节控件,通过对音量调节控件的调节操作作为第一音量调节操作。
步骤1006,根据第一音量调节操作对第一音频的播放音量进行调节。
步骤1007,接收第二音量调节操作。
可选地,该第二音量调节操作包括如下操作中的任意一种:
第一,长按音量调节键;可选地,该音量调节键为终端上的物理按键;
第二,连续多次单击音量调节键;
第三,终端界面中包括音量调节控件,通过对音量调节控件的调节操作作为第二音量调节操作。
可选地,上述第一音量调节操作和第二音量调节操作为两种不同的操作,通过该两种不同的操作区分调节的对象。
步骤1008,根据第二音量调节操作对采集得到的第二音频的声强进行调节。
综上所述,本实施例提供的音频的播放采集方法,当终端与蓝牙耳机相连并通过蓝牙耳机播放立体音效形式的第一音频时,通过终端麦克风采集第二音频作为语音输入内容,在确保蓝牙耳机播放的第一音频为立体音效形式的音频的同时,通过终端麦克风实现对第二音频的采集工作,避免了蓝牙耳机在播放立体音的同时无法实现采集音频的问题,应用于游戏应用程序中时,确保游戏应用程序的功能能够正常实现。
本实施例提供的方法,由于通过终端采集第二音频时,终端麦克风与出声位置通常有一定的距离,故采集得到的第二音频的声强通常偏弱,通过两种不同的音量调节操作对第一音频的音量和第二音频的输入声强分别进行调节,确保第二音频的声强可以调节到恰当的强弱。
在一个示意性的实施例中,请参考图11,结合玩家、设置采集源、连接模式以及蓝牙耳机与终端表现四侧整体对本申请实施例涉及的音频的播放采集方法进行说明,如图11所示:
步骤1101,玩家将蓝牙耳机与终端相连。
可选地,玩家在终端设置界面中对蓝牙耳机和终端进行匹配,当匹配成功后,则实现蓝牙耳机与终端之间的连接;或,该蓝牙耳机为与终端建立过历史 连接关系的耳机,则当用户开启蓝牙耳机时,蓝牙耳机与终端之间自动建立连接关系。
步骤1102,设置采集源为蓝牙耳机。
即设置第二音频的采集由蓝牙耳机中配置的麦克风进行。
步骤1103,确定连接模式为通过SCO Voip协定连接的模式。
步骤1104,通过蓝牙耳机播放第一音频,并通过蓝牙耳机采集第二音频。
可选地,该第一音频以单声道形式进行播放。
步骤1105,设置采集源为终端。
即设置第二音频的采集由终端中配置的终端麦克风进行。
步骤1106,确定连接模式为通过A2DP协定连接的模式。
步骤1107,通过蓝牙耳机播放第一音频,通过终端采集第二音频。
可选地,该第一音频以立体音效的形式进行播放。
综上所述,本实施例提供的音频的播放采集方法,当终端与蓝牙耳机相连并通过蓝牙耳机播放立体音效形式的第一音频时,通过终端麦克风采集第二音频作为语音输入内容,在确保蓝牙耳机播放的第一音频为立体音效形式的音频的同时,通过终端麦克风实现对第二音频的采集工作,避免了蓝牙耳机在播放立体音的同时无法实现采集音频的问题,应用于游戏应用程序中时,确保游戏应用程序的功能能够正常实现。
图12是本申请一个示例性实施例提供的音频的播放采集装置的结构框图,以该装置如图1所示的终端110中为例,该终端配置有终端麦克风,该终端连接的蓝牙耳机配置有耳机麦克风,该装置包括:显示模块1210、接收模块1220和发送模块1230;
显示模块1210,用于显示目标应用程序的程序界面,所述程序界面对应有第一音频,所述第一音频以立体音效的形式通过所述蓝牙耳机播放;
接收模块1220,用于接收语音输入信号,所述语音输入信号用于开启所述终端的语音输入功能,所述语音输入功能用于对语音输入内容进行采集;
发送模块1230,用于根据所述语音输入信号屏蔽向所述耳机麦克风发送的通道开启通知,所述通道开启通知用于通知所述耳机麦克风开启第一语音输入通道;通知所述终端麦克风开启第二语音输入通道以采集第二音频作为所述语音输入内容。
在一个可选的实施例中,所述语音输入功能为所述程序界面提供的功能,所述蓝牙耳机和所述终端之间的连接模式包括立体声连接模式和单声道连接模式中的任意一种;
如图13所示,该装置还包括:
确定模块1240,用于确定所述蓝牙耳机和所述终端之间的所述连接模式;
所述发送模块1230,还用于响应于所述蓝牙耳机和所述终端之间通过所述立体声连接模式连接,屏蔽向所述耳机麦克风发送的所述通道开启通知。
在一个可选的实施例中,所述蓝牙耳机和所述终端之间的连接模式为所述立体声连接模式;
所述立体声连接模式为所述蓝牙耳机和所述终端之间的默认连接模式;或,所述立体声连接模式为所述蓝牙耳机和所述终端之间当前设置的连接模式。
在一个可选的实施例中,所述发送模块1230,还用于响应于所述蓝牙耳机和所述终端之间通过所述单声道连接模式连接,通知所述耳机麦克风开启所述第一语音输入通道以采集所述第二音频作为所述语音输入内容;所述第一音频以单声道音效的形式通过所述蓝牙耳机播放。
在一个可选的实施例中,所述接收模块1220,还用于接收模式选择操作,所述模式选择操作用于对所述蓝牙耳机和所述终端之间的连接模式在所述单声道连接模式和所述立体声连接模式之间进行选择;
放大模块1250,用于响应于所述模式选择操作对应被选择的连接模式为所述立体声连接模式,对采集得到的所述第二音频的声强放大预设倍数。
在一个可选的实施例中,所述发送模块1230,还用于对所述蓝牙耳机播放所述第一音频的播放音效进行确定;响应于所述第一音频的播放音效为所述立体音效,根据所述语音输入信号屏蔽向所述耳机麦克风发送的所述通道开启通知。
在一个可选的实施例中,所述接收模块1220,还用于接收第一音量调节操作,并根据所述第一音量调节操作对所述第一音频的播放音量进行调节。
在一个可选的实施例中,所述接收模块1220,还用于接收第二音量调节操作,并根据所述第二音量调节操作对采集得到的所述第二音频的声强进行调节。
在一个可选的实施例中,所述目标应用程序包括游戏应用程序,所述程序界面中包括根据虚拟对象对虚拟环境进行观察的画面,所述第一音频为游戏过程中的背景音频,当所述第一音频为立体音效的音频时,所述第一音频用于识 别发声位置在所述虚拟环境中相对所述虚拟对象的方位。
值得注意的是,上述显示模块1210可以由显示屏实现,也可以由显示屏和处理器、存储器共同实现;上述接收模块1220、发送模块1230、确定模块1240以及放大模块1250可以由处理器实现,也可以由处理器和存储器结合实现。
图14示出了本发明一个示例性实施例提供的终端1400的结构框图。该终端1400可以是:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、笔记本电脑或台式电脑。终端1400还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,终端1400包括有:处理器1401和存储器1402。
处理器1401可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1401可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1401也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1401可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1401还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1402可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1402还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1402中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1401所执行以实现本申请中方法实施例提供的音频的播放采集。
在一些实施例中,终端1400还可选包括有:外围设备接口1403和至少一个外围设备。处理器1401、存储器1402和外围设备接口1403之间可以通过总 线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1403相连。具体地,外围设备包括:射频电路1404、触摸显示屏1405、摄像头1406、音频电路1407、定位组件1408和电源1409中的至少一种。
外围设备接口1403可被用于将I/O(Input/Output,输入/输出)相关的至少一个外围设备连接到处理器1401和存储器1402。在一些实施例中,处理器1401、存储器1402和外围设备接口1403被集成在同一芯片或电路板上;在一些其他实施例中,处理器1401、存储器1402和外围设备接口1403中的任意一个或两个可以在单独的芯片或电路板上实现,本实施例对此不加以限定。
射频电路1404用于接收和发射RF(Radio Frequency,射频)信号,也称电磁信号。射频电路1404通过电磁信号与通信网络以及其他通信设备进行通信。射频电路1404将电信号转换为电磁信号进行发送,或者,将接收到的电磁信号转换为电信号。可选地,射频电路1404包括:天线系统、RF收发器、一个或多个放大器、调谐器、振荡器、数字信号处理器、编解码芯片组、用户身份模块卡等等。射频电路1404可以通过至少一种无线通信协议来与其它终端进行通信。该无线通信协议包括但不限于:万维网、城域网、内联网、各代移动通信网络(2G、3G、4G及5G)、无线局域网和/或WiFi(Wireless Fidelity,无线保真)网络。在一些实施例中,射频电路1404还可以包括NFC(Near Field Communication,近距离无线通信)有关的电路,本申请对此不加以限定。
显示屏1405用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。当显示屏1405是触摸显示屏时,显示屏1405还具有采集在显示屏1405的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器1401进行处理。此时,显示屏1405还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏1405可以为一个,设置终端1400的前面板;在另一些实施例中,显示屏1405可以为至少两个,分别设置在终端1400的不同表面或呈折叠设计;在再一些实施例中,显示屏1405可以是柔性显示屏,设置在终端1400的弯曲表面上或折叠面上。甚至,显示屏1405还可以设置成非矩形的不规则图形,也即异形屏。显示屏1405可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。
摄像头组件1406用于采集图像或视频。可选地,摄像头组件1406包括前置摄像头和后置摄像头。通常,前置摄像头设置在终端的前面板,后置摄像头 设置在终端的背面。在一些实施例中,后置摄像头为至少两个,分别为主摄像头、景深摄像头、广角摄像头、长焦摄像头中的任意一种,以实现主摄像头和景深摄像头融合实现背景虚化功能、主摄像头和广角摄像头融合实现全景拍摄以及VR(Virtual Reality,虚拟现实)拍摄功能或者其它融合拍摄功能。在一些实施例中,摄像头组件1406还可以包括闪光灯。闪光灯可以是单色温闪光灯,也可以是双色温闪光灯。双色温闪光灯是指暖光闪光灯和冷光闪光灯的组合,可以用于不同色温下的光线补偿。
音频电路1407可以包括麦克风和扬声器。麦克风用于采集用户及环境的声波,并将声波转换为电信号输入至处理器1401进行处理,或者输入至射频电路1404以实现语音通信。出于立体声采集或降噪的目的,麦克风可以为多个,分别设置在终端1400的不同部位。麦克风还可以是阵列麦克风或全向采集型麦克风。扬声器则用于将来自处理器1401或射频电路1404的电信号转换为声波。扬声器可以是传统的薄膜扬声器,也可以是压电陶瓷扬声器。当扬声器是压电陶瓷扬声器时,不仅可以将电信号转换为人类可听见的声波,也可以将电信号转换为人类听不见的声波以进行测距等用途。在一些实施例中,音频电路1407还可以包括耳机插孔。
定位组件1408用于定位终端1400的当前地理位置,以实现导航或LBS(Location Based Service,基于位置的服务)。定位组件1408可以是基于美国的GPS(Global Positioning System,全球定位系统)、中国的北斗系统或俄罗斯的伽利略系统的定位组件。
电源1409用于为终端1400中的各个组件进行供电。电源1409可以是交流电、直流电、一次性电池或可充电电池。当电源1409包括可充电电池时,该可充电电池可以是有线充电电池或无线充电电池。有线充电电池是通过有线线路充电的电池,无线充电电池是通过无线线圈充电的电池。该可充电电池还可以用于支持快充技术。
在一些实施例中,终端1400还包括有一个或多个传感器1410。该一个或多个传感器1410包括但不限于:加速度传感器1411、陀螺仪传感器1412、压力传感器1413、指纹传感器1414、光学传感器1415以及接近传感器1416。
加速度传感器1411可以检测以终端1400建立的坐标系的三个坐标轴上的加速度大小。比如,加速度传感器1411可以用于检测重力加速度在三个坐标轴上的分量。处理器1401可以根据加速度传感器1411采集的重力加速度信号, 控制触摸显示屏1405以横向视图或纵向视图进行用户界面的显示。加速度传感器1411还可以用于游戏或者用户的运动数据的采集。
陀螺仪传感器1412可以检测终端1400的机体方向及转动角度,陀螺仪传感器1412可以与加速度传感器1411协同采集用户对终端1400的3D动作。处理器1401根据陀螺仪传感器1412采集的数据,可以实现如下功能:动作感应(比如根据用户的倾斜操作来改变UI)、拍摄时的图像稳定、游戏控制以及惯性导航。
压力传感器1413可以设置在终端1400的侧边框和/或触摸显示屏1405的下层。当压力传感器1413设置在终端1400的侧边框时,可以检测用户对终端1400的握持信号,由处理器1401根据压力传感器1413采集的握持信号进行左右手识别或快捷操作。当压力传感器1413设置在触摸显示屏1405的下层时,由处理器1401根据用户对触摸显示屏1405的压力操作,实现对UI界面上的可操作性控件进行控制。可操作性控件包括按钮控件、滚动条控件、图标控件、菜单控件中的至少一种。
指纹传感器1414用于采集用户的指纹,由处理器1401根据指纹传感器1414采集到的指纹识别用户的身份,或者,由指纹传感器1414根据采集到的指纹识别用户的身份。在识别出用户的身份为可信身份时,由处理器1401授权该用户执行相关的敏感操作,该敏感操作包括解锁屏幕、查看加密信息、下载软件、支付及更改设置等。指纹传感器1414可以被设置终端1400的正面、背面或侧面。当终端1400上设置有物理按键或厂商Logo时,指纹传感器1414可以与物理按键或厂商Logo集成在一起。
光学传感器1415用于采集环境光强度。在一个实施例中,处理器1401可以根据光学传感器1415采集的环境光强度,控制触摸显示屏1405的显示亮度。具体地,当环境光强度较高时,调高触摸显示屏1405的显示亮度;当环境光强度较低时,调低触摸显示屏1405的显示亮度。在另一个实施例中,处理器1401还可以根据光学传感器1415采集的环境光强度,动态调整摄像头组件1406的拍摄参数。
接近传感器1416,也称距离传感器,通常设置在终端1400的前面板。接近传感器1416用于采集用户与终端1400的正面之间的距离。在一个实施例中,当接近传感器1416检测到用户与终端1400的正面之间的距离逐渐变小时,由处理器1401控制触摸显示屏1405从亮屏状态切换为息屏状态;当接近传感器 1416检测到用户与终端1400的正面之间的距离逐渐变大时,由处理器1401控制触摸显示屏1405从息屏状态切换为亮屏状态。
本领域技术人员可以理解,图14中示出的结构并不构成对终端1400的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请实施例还提供一种计算机可读存储介质,该存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如图4、图7以及图10任一所述的音频的播放采集方法。
本申请还提供了一种计算机程序产品,当计算机程序产品在计算机上运行时,使得计算机执行上述各个方法实施例提供的音频的播放采集方法。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,该计算机可读存储介质可以是上述实施例中的存储器中所包含的计算机可读存储介质;也可以是单独存在,未装配入终端中的计算机可读存储介质。该计算机可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如图4、图7以及图10任一所述的音频的播放采集方法。
可选地,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、固态硬盘(SSD,Solid State Drives)或光盘等。其中,随机存取记忆体可以包括电阻式随机存取记忆体(ReRAM,Resistance Random Access Memory)和动态随机存取存储器(DRAM,Dynamic Random Access Memory)。上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的较佳实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (20)

  1. 一种音频的播放采集方法,其特征在于,应用于连接有蓝牙耳机的终端中,所述终端配置有终端麦克风,所述蓝牙耳机配置有耳机麦克风,所述方法包括:
    显示目标应用程序的程序界面,所述程序界面对应有第一音频,所述第一音频以立体音效的形式通过所述蓝牙耳机播放;
    接收语音输入信号,所述语音输入信号用于开启所述终端的语音输入功能,所述语音输入功能用于对语音输入内容进行采集;
    根据所述语音输入信号屏蔽向所述耳机麦克风发送的通道开启通知,所述通道开启通知用于通知所述耳机麦克风开启第一语音输入通道;
    通知所述终端麦克风开启第二语音输入通道以采集第二音频作为所述语音输入内容。
  2. 根据权利要求1所述的方法,其特征在于,所述语音输入功能为所述程序界面提供的功能,所述蓝牙耳机和所述终端之间的连接模式包括立体声连接模式和单声道连接模式中的任意一种;
    所述根据所述语音输入信号屏蔽向所述耳机麦克风发送的通道开启通知,包括:
    确定所述蓝牙耳机和所述终端之间的所述连接模式;
    响应于所述蓝牙耳机和所述终端之间通过所述立体声连接模式连接,屏蔽向所述耳机麦克风发送的所述通道开启通知。
  3. 根据权利要求2所述的方法,其特征在于,所述蓝牙耳机和所述终端之间的连接模式为所述立体声连接模式;
    所述立体声连接模式为所述蓝牙耳机和所述终端之间的默认连接模式;
    或,
    所述立体声连接模式为所述蓝牙耳机和所述终端之间当前设置的连接模式。
  4. 根据权利要求2所述的方法,其特征在于,所述方法还包括:
    响应于所述蓝牙耳机和所述终端之间通过所述单声道连接模式连接,通知所述耳机麦克风开启所述第一语音输入通道以采集所述第二音频作为所述语音输入内容;所述第一音频以单声道音效的形式通过所述蓝牙耳机播放。
  5. 根据权利要求2所述的方法,其特征在于,所述方法还包括:
    接收模式选择操作,所述模式选择操作用于对所述蓝牙耳机和所述终端之间的连接模式在所述单声道连接模式和所述立体声连接模式之间进行选择;
    响应于所述模式选择操作对应被选择的连接模式为所述立体声连接模式,对采集得到的所述第二音频的声强放大预设倍数。
  6. 根据权利要求1至5任一所述的方法,其特征在于,所述根据所述语音输入信号屏蔽向所述耳机麦克风发送的通道开启通知,包括:
    对所述蓝牙耳机播放所述第一音频的播放音效进行确定;
    响应于所述第一音频的播放音效为所述立体音效,根据所述语音输入信号屏蔽向所述耳机麦克风发送的所述通道开启通知。
  7. 根据权利要求1至5任一所述的方法,其特征在于,所述方法还包括:
    接收第一音量调节操作,并根据所述第一音量调节操作对所述第一音频的播放音量进行调节。
  8. 根据权利要求1至5任一所述的方法,其特征在于,所述方法还包括:
    接收第二音量调节操作,并根据所述第二音量调节操作对采集得到的所述第二音频的声强进行调节。
  9. 根据权利要求1至5任一所述的方法,其特征在于,所述目标应用程序包括游戏应用程序,所述程序界面中包括根据虚拟对象对虚拟环境进行观察的画面,所述第一音频为游戏过程中的背景音频,当所述第一音频为立体音效的音频时,所述第一音频用于识别发声位置在所述虚拟环境中相对所述虚拟对象的方位。
  10. 一种音频的播放采集装置,其特征在于,应用于连接有蓝牙耳机的终端中,所述终端配置有终端麦克风,所述蓝牙耳机配置有耳机麦克风,所述装置包括:
    显示模块,用于显示目标应用程序的程序界面,所述程序界面对应有第一音频,所述第一音频以立体音效的形式通过所述蓝牙耳机播放;
    接收模块,用于接收语音输入信号,所述语音输入信号用于开启所述终端的语音输入功能,所述语音输入功能用于对语音输入内容进行采集;
    发送模块,用于根据所述语音输入信号屏蔽向所述耳机麦克风发送的通道开启通知,所述通道开启通知用于通知所述耳机麦克风开启第一语音输入通道;通知所述终端麦克风开启第二语音输入通道以采集第二音频作为所述语音输入内容。
  11. 根据权利要求10所述的装置,其特征在于,所述语音输入功能为所述程序界面提供的功能,所述蓝牙耳机和所述终端之间的连接模式包括立体声连接模式和单声道连接模式中的任意一种;
    所述装置还包括:
    确定模块,用于确定所述蓝牙耳机和所述终端之间的所述连接模式;
    所述发送模块,还用于响应于所述蓝牙耳机和所述终端之间通过所述立体声连接模式连接,屏蔽向所述耳机麦克风发送的所述通道开启通知。
  12. 根据权利要求11所述的装置,其特征在于,所述蓝牙耳机和所述终端之间的连接模式为所述立体声连接模式;
    所述立体声连接模式为所述蓝牙耳机和所述终端之间的默认连接模式;或,所述立体声连接模式为所述蓝牙耳机和所述终端之间当前设置的连接模式。
  13. 根据权利要求11所述的装置,其特征在于,所述发送模块,还用于响应于所述蓝牙耳机和所述终端之间通过所述单声道连接模式连接,通知所述耳机麦克风开启所述第一语音输入通道以采集所述第二音频作为所述语音输入内容;所述第一音频以单声道音效的形式通过所述蓝牙耳机播放。
  14. 根据权利要求11所述的装置,其特征在于,所述接收模块,还用于接收模式选择操作,所述模式选择操作用于对所述蓝牙耳机和所述终端之间的连接模式在所述单声道连接模式和所述立体声连接模式之间进行选择;
    放大模块,用于响应于所述模式选择操作对应被选择的连接模式为所述立体声连接模式,对采集得到的所述第二音频的声强放大预设倍数。
  15. 根据权利要求10至14任一所述的装置,其特征在于,所述发送模块,还用于对所述蓝牙耳机播放所述第一音频的播放音效进行确定;响应于所述第一音频的播放音效为所述立体音效,根据所述语音输入信号屏蔽向所述耳机麦克风发送的所述通道开启通知。
  16. 根据权利要求10至14任一所述的装置,其特征在于,所述接收模块,还用于接收第一音量调节操作,并根据所述第一音量调节操作对所述第一音频的播放音量进行调节。
  17. 根据权利要求10至14任一所述的装置,其特征在于,所述接收模块,还用于接收第二音量调节操作,并根据所述第二音量调节操作对采集得到的所述第二音频的声强进行调节。
  18. 根据权利要求10至14任一所述的装置,其特征在于,所述目标应用程序包括游戏应用程序,所述程序界面中包括根据虚拟对象对虚拟环境进行观察的画面,所述第一音频为游戏过程中的背景音频,当所述第一音频为立体音效的音频时,所述第一音频用于识别发声位置在所述虚拟环境中相对所述虚拟对象的方位。
  19. 一种计算机设备,其特征在于,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至9任一所述的音频的播放采集方法。
  20. 一种计算机可读存储介质,其特征在于,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如权利要求1至9任一所述的音频的播放采集方法。
PCT/CN2020/072810 2019-01-30 2020-01-17 音频的播放采集方法、装置、设备及可读存储介质 WO2020156251A1 (zh)

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