WO2021051742A1 - 混音方法、装置和终端设备 - Google Patents

混音方法、装置和终端设备 Download PDF

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Publication number
WO2021051742A1
WO2021051742A1 PCT/CN2020/076359 CN2020076359W WO2021051742A1 WO 2021051742 A1 WO2021051742 A1 WO 2021051742A1 CN 2020076359 W CN2020076359 W CN 2020076359W WO 2021051742 A1 WO2021051742 A1 WO 2021051742A1
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Prior art keywords
sound
volume
frequency range
sound material
mixing
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PCT/CN2020/076359
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English (en)
French (fr)
Inventor
王润琦
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网易(杭州)网络有限公司
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Priority to US17/636,908 priority Critical patent/US20220358965A1/en
Publication of WO2021051742A1 publication Critical patent/WO2021051742A1/zh

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    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L21/00Speech or voice signal processing techniques to produce another audible or non-audible signal, e.g. visual or tactile, in order to modify its quality or its intelligibility
    • G10L21/003Changing voice quality, e.g. pitch or formants
    • G10L21/007Changing voice quality, e.g. pitch or formants characterised by the process used
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/10Indexing; Addressing; Timing or synchronising; Measuring tape travel
    • G11B27/19Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier
    • G11B27/28Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier by using information signals recorded by the same method as the main recording
    • 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
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B20/00Signal processing not specific to the method of recording or reproducing; Circuits therefor
    • G11B20/10Digital recording or reproducing
    • G11B20/10527Audio or video recording; Data buffering arrangements
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B27/00Editing; Indexing; Addressing; Timing or synchronising; Monitoring; Measuring tape travel
    • G11B27/02Editing, e.g. varying the order of information signals recorded on, or reproduced from, record carriers
    • G11B27/031Electronic editing of digitised analogue information signals, e.g. audio or video signals
    • 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
    • H04R3/04Circuits for transducers, loudspeakers or microphones for correcting frequency response
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L21/00Speech or voice signal processing techniques to produce another audible or non-audible signal, e.g. visual or tactile, in order to modify its quality or its intelligibility
    • G10L21/02Speech enhancement, e.g. noise reduction or echo cancellation
    • G10L21/0316Speech enhancement, e.g. noise reduction or echo cancellation by changing the amplitude
    • G10L21/0324Details of processing therefor
    • G10L21/034Automatic adjustment
    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B20/00Signal processing not specific to the method of recording or reproducing; Circuits therefor
    • G11B20/10Digital recording or reproducing
    • G11B20/10527Audio or video recording; Data buffering arrangements
    • G11B2020/10537Audio or video recording
    • G11B2020/10546Audio or video recording specifically adapted for audio data
    • G11B2020/10555Audio or video recording specifically adapted for audio data wherein the frequency, the amplitude, or other characteristics of the audio signal is taken into account
    • G11B2020/10564Audio or video recording specifically adapted for audio data wherein the frequency, the amplitude, or other characteristics of the audio signal is taken into account frequency
    • HELECTRICITY
    • H03ELECTRONIC CIRCUITRY
    • H03GCONTROL OF AMPLIFICATION
    • H03G7/00Volume compression or expansion in amplifiers
    • H03G7/002Volume compression or expansion in amplifiers in untuned or low-frequency amplifiers, e.g. audio amplifiers
    • HELECTRICITY
    • H03ELECTRONIC CIRCUITRY
    • H03GCONTROL OF AMPLIFICATION
    • H03G7/00Volume compression or expansion in amplifiers
    • H03G7/007Volume compression or expansion in amplifiers of digital or coded signals
    • 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
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D30/00Reducing energy consumption in communication networks
    • Y02D30/70Reducing energy consumption in communication networks in wireless communication networks

Definitions

  • the present invention relates to the technical field of audio processing, in particular to a method, device and terminal equipment for mixing.
  • the high-frequency sound of the sound material played by the speaker on the mobile phone reaches the human ear with higher loudness than the low-frequency band; when the user adjusts the system volume, the sound of each frequency band reaches the human ear's loudness change trend
  • the difference leads to differences in the sense of hearing of sounds in various frequency bands at different volume levels, which affects the user's sense of hearing experience.
  • the purpose of the present invention is to provide a sound mixing method, device, and terminal equipment to reduce the difference in the sense of hearing of sounds in various frequency bands at different volume levels and improve the user's sense of hearing experience.
  • an embodiment of the present invention provides a sound mixing method applied to a terminal device.
  • the method includes: obtaining the current system volume parameter of the terminal device; adjusting the mixing parameter of the sound material according to the system volume parameter and the frequency of the sound material ; Mix the sound material according to the mixing parameters; play the sound material after the mixing process.
  • the above-mentioned mixing parameters include the sound volume of each frequency range in the sound material; the above-mentioned step of adjusting the mixing parameters of the sound material according to the system volume parameter and the frequency of the sound material includes: determining the terminal The system volume area corresponding to the current system volume parameters of the device; according to the system volume area and the frequency range of the sound material, adjust the volume of the sound in each frequency range of the sound material.
  • the step of adjusting the volume of the sound in each frequency range in the sound material according to the system volume area and the frequency range of the sound material includes: if the system volume area is a preset low volume area, increasing The volume of the sound in the preset mid-frequency range and/or the preset high-frequency range in the sound material; if the system volume area is the preset high-volume area, reduce the volume of the sound in the mid-frequency range and/or high-frequency range in the sound material .
  • the above-mentioned adjusting the volume of the sound in each frequency range in the sound material according to the system volume area and the frequency range of the sound material includes: if the system volume area is a preset medium volume area, enhancing the sound material The volume of the sound in the preset low frequency range.
  • the above-mentioned mixing parameters further include the dynamic range of the sound in each frequency range in the sound material; the above-mentioned adjustment of the volume of the sound in each frequency range in the sound material according to the system volume area and the frequency range of the sound material
  • the steps include: if the system volume area is a preset low volume area, reduce the dynamic range of the sound material; if the system volume area is a preset high volume area, reduce the dynamic range of the preset low-frequency range of the sound material.
  • the above method further includes: obtaining the priority of each type of sound in the sound material; adjusting the volume of each type of sound in the sound material according to the system volume area and the priority of each type of sound in the sound material .
  • adjusting the volume of each type of sound in the sound material according to the priority of each type of sound in the system volume area and the sound material includes: if the system volume area is a preset low volume area, Increase the volume of the preset high-priority sound in the sound material; if the system volume area is the preset high-volume area, reduce the volume of the preset high-priority sound in the sound material.
  • the above method further includes: if the system volume area is a preset low volume area, performing virtual voice processing on the preset low-priority sound in the sound material.
  • the embodiment of the present invention also provides a sound mixing device, which is applied to a terminal device.
  • the device includes: a volume acquisition module configured to acquire the current system volume parameters of the terminal device; a sound mixing adjustment module configured to follow the system volume parameters Harmonize the frequency of the sound material to adjust the mixing parameters of the sound material; the mixing processing module is set to mix the sound material according to the mixing parameters; the material playback module is set to play the sound material after the mixing process.
  • an embodiment of the present invention provides a terminal device, including a processor and a memory, the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the steps of the above mixing method. .
  • embodiments of the present invention provide a computer-readable storage medium.
  • the computer-readable storage medium stores computer-executable instructions.
  • the computer-executable instructions When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt processing
  • the device implements the steps of the above-mentioned mixing method.
  • the audio mixing method, device and terminal device provided by the embodiments of the present invention adjust the mixing parameters of the sound material according to the acquired current system volume parameters of the terminal device and the frequency range of the sound material and the frequency range of the sound material to be mixed , And then perform mixing processing on the sound material according to the mixing parameter, and play the sound material.
  • This method takes into account the system volume parameters and the frequency range of the sound material when adjusting the mixing parameters. Compared with related technologies, a fixed mixing scheme is adopted under any system volume parameters. The above method can be implemented at different system volumes. Under the parameters, different mixing parameters are used for each frequency range of the sound material. Therefore, this method can reduce the hearing difference of the sound of each frequency range at different volume levels. Users can obtain a comfortable hearing feeling at various volume levels, which improves The user’s listening experience.
  • FIG. 1 is a flowchart of a sound mixing method provided by an embodiment of the present invention
  • FIG. 2 is a flowchart of another audio mixing method provided by an embodiment of the present invention.
  • FIG. 3 is a schematic diagram of a method for adjusting sound mixing parameters of mid-frequency and high-frequency range sounds in a sound material according to an embodiment of the present invention
  • FIG. 4 is a schematic diagram of a method for adjusting sound mixing parameters of a low-frequency range sound in a sound material according to an embodiment of the present invention
  • FIG. 5 is a schematic diagram of a method for dynamic spatial adjustment of sounds in a low frequency range in sound materials according to an embodiment of the present invention
  • FIG. 6 is a flowchart of another audio mixing method provided by an embodiment of the present invention.
  • FIG. 7 is a schematic diagram of a method for adjusting mixing parameters of important sound effects and sound materials according to an embodiment of the present invention.
  • FIG. 8 is a schematic diagram of a virtual voice processing method provided by an embodiment of the present invention.
  • FIG. 9 is a schematic structural diagram of a sound mixing device provided by an embodiment of the present invention.
  • FIG. 10 is a schematic structural diagram of a terminal device according to an embodiment of the present invention.
  • Existing sound mixing schemes usually aim at the actual listening experience of the terminal device.
  • a fixed sound mixing scheme is adopted for the overall volume area.
  • the sound of each frequency band reaches the human ear with different changes in loudness.
  • Resulting in the difference in the sense of hearing of the sound of each frequency band under different volume thereby affecting the user's sense of hearing experience.
  • the embodiments of the present invention provide a sound mixing method, device, and terminal device.
  • the technology is applied to mobile phones, tablet computers and other devices that can realize human-computer interaction, and is especially suitable for game scenarios, such as music games, cards, etc. In card games and competitive games.
  • the sound mixing method can be applied to a terminal device.
  • the main body that executes the sound mixing method may be the terminal device.
  • the game engine sends the system volume and other related parameters and playback instructions to the sound engine.
  • the audio mixing method includes the following steps:
  • Step S102 Acquire the current system volume parameter of the terminal device.
  • the terminal device is usually a device that can realize human-computer interaction, and the terminal device can be a mobile phone, a tablet computer, and other devices.
  • the current system volume parameter can be understood as a parameter related to the volume of the audio played by the terminal device; for example, the system volume parameter can be preset to 0% to 100%. The larger the parameter, the greater the volume of the audio played by the terminal device. .
  • the user can adjust the above-mentioned system volume parameters by adjusting the volume button of the terminal device, and can also adjust the above-mentioned system volume parameters by adjusting the application program with the volume control. Generally speaking, the user may adjust the system volume parameter at any time in different scenarios, and the terminal device can obtain the system volume parameter adjusted by the user in real time.
  • the sound engine installed on the terminal device can obtain system volume parameters; game engine, audio and video playback software, etc. can also send system volume parameters, audio and video playback instructions, and other information to the sound engine.
  • Step S104 Adjust the mixing parameters of the sound material according to the above-mentioned system volume parameter and the frequency range of the sound material.
  • the sound material is the sound to be mixed.
  • multiple sound materials need to be played at the same time; for example, in a game scene, you may need to play background music material, weapon sound material, information prompt sound material, and character dialogue sound material at the same time. Wait.
  • Frequency refers to a specific hertz, and the frequency range can also be understood as a frequency band.
  • Each sound material usually contains a relatively broad frequency band.
  • the volume of each frequency band in the sound material needs to be adjusted to form the auditory characteristics of different sound materials.
  • Each sound material usually includes a low-frequency range, a middle-frequency range, and a high-frequency range.
  • One or more of the frequency ranges can be used as the main range of the sound material.
  • the sharper information prompts the sound material.
  • the range is usually the high frequency range.
  • the sound material of the low-pitched beast roar the main range of the sound material is usually the low frequency range.
  • the low frequency range can be set to 30Hz-150Hz, of which 50Hz is the extremely low frequency range;
  • the intermediate frequency range can be set to 150Hz-5000Hz, of which 500Hz-5000Hz is the medium and high frequency range, and 150Hz-500Hz is the medium and low frequency range;
  • high frequency The range can be set to 5000Hz-16000Hz.
  • the mixing parameters can be understood as parameters that affect the user's sense of hearing when listening to the sound material.
  • the mixing parameters usually include parameters such as the volume of the sound material, the volume of each frequency band in the sound material, and the dynamic range of the sound material.
  • the dynamic range refers to the difference between the lowest volume and the highest volume of the sound; adjusting the mixing parameters usually means adjusting the size or range of the mixing parameters.
  • the system volume parameter is large, the volume of the sound material increases; if the system volume parameter is small, the volume of the sound material decreases.
  • the system volume parameters and the frequency range of the sound material to be mixed are used as the basis to adjust the mixing parameters of the sound material, for example, at high volume Next, reduce the volume of the high-frequency range of the sound material to avoid too sharp high-frequency range of the sound material; at low volume, increase the volume of the high-frequency range of the sound material to avoid low expressive power in the high-frequency range of the sound material.
  • Step S106 Perform sound mixing processing on the sound material according to the mixing parameters.
  • the user adjusts the aforementioned system volume parameters through the volume button on the terminal device, and the sound playback software in the terminal device obtains the system volume parameters at preset intervals, so that the adjusted system volume parameters are fed back to the sound engine in real time.
  • the music playback software adjusts the volume of each sound currently being played, the volume of each frequency band in the sound material, and the dynamic range of the sound material based on the adjusted system volume parameters through the mixing tool in it, so as to realize the mixing parameters of the sound material.
  • the mixing process is adjusting the volume of each sound currently being played, the volume of each frequency band in the sound material, and the dynamic range of the sound material based on the adjusted system volume parameters through the mixing tool in it, so as to realize the mixing parameters of the sound material.
  • step S108 the above-mentioned sound material after the mixing process is played.
  • the processed sound material is mixed by the terminal device.
  • the adjusted sound material can be played by the external amplifier or earphone of the terminal device.
  • the embodiment of the present invention provides a sound mixing method, which adjusts the mixing parameters of the sound material according to the acquired current system volume parameters of the terminal device and the frequency range of the sound material, and then performs mixing processing on the sound material according to the mixing parameters , And play sound material.
  • This method takes into account the system volume parameters and the frequency range of the sound material when adjusting the mixing parameters.
  • a fixed mixing scheme is adopted under any system volume parameters.
  • the above method can be implemented at different system volumes. Different mixing parameters are used for the sound material under the parameters, so this method can reduce the difference in the hearing feeling of the sound material at different volume levels, and the user can obtain a comfortable hearing feeling at various volume levels, which improves the user's hearing experience.
  • the embodiment of the present invention also provides another sound mixing method; this method is implemented on the basis of the method in the above embodiment; the method focuses on the specific implementation of adjusting the mixing parameters of the sound material according to the system volume parameter and the frequency of the sound material .
  • the method includes the following steps:
  • Step S202 Acquire the current system volume parameter of the terminal device.
  • Step S204 Determine the system volume area corresponding to the current system volume parameter of the terminal device.
  • the system volume area can be manually preset. For example, the system volume area is divided into a low volume area, a medium volume area, and a high volume area.
  • the medium volume range is divided according to the volume range frequently used by the user. Specifically, the volume range commonly used by the user is 40%-70% through random sampling and statistics.
  • 0%-40% of the loudspeaker volume can be divided into a low volume zone
  • 40%-60% of the loudspeaker volume can be divided into a medium volume zone
  • 60%-100% of the loudspeaker volume can be divided into a high volume zone.
  • the 0-6% of the loudspeaker volume can be divided into a very low volume area.
  • Step S206 Adjust the volume of the sound in each frequency range in the sound material according to the system volume area and the frequency range of the sound material.
  • the mid-volume area is the most commonly used volume area for users, usually for the purpose of enhancing the sense of hearing and ensuring that users have a comfortable experience; and, the mixing solution in the mid-volume area can be used as the standard solution for the overall mixing, which is high-pitched.
  • the sound mixing scheme of the low-range and low-range areas provides reference and hearing standards; the high-volume area should have its own hearing feeling close to that of the medium-volume area, for example, appropriately reduce the volume of the high-frequency range sound in the sound material to ensure the sound feel and medium volume
  • the area is similar; the purpose of mixing in the low volume area is to allow customers to hear important sounds, such as information prompts, to improve the presentation of important sound materials.
  • the frequency band of the sound material may cover a wide range
  • the corresponding volume of a certain frequency range contained in the sound material is usually adjusted instead of increasing the overall volume of the sound material.
  • Increasing the overall volume will increase the coverage of the sound material.
  • the volume of all frequency bands Specifically, considering that in most scenarios, important sounds are usually in the middle frequency range or high frequency range. If the system volume area corresponding to the current system volume parameter is the preset low volume area, the volume of all sounds is low , The overall sound performance is poor. At this time, you need to increase the preset mid-frequency range or high-frequency range of the sound material, that is, at low volume, first ensure that the user can hear important sounds clearly.
  • the sense of hearing is not a core consideration for mixing in the low-volume area.
  • the high-frequency range and mid-frequency range of the sound material have a stronger overall sound performance; and the low-frequency range of the sound material requires a lot of volume to make the user hear clearly, the high-frequency and mid-frequency range of the sound material It can be heard clearly without a large volume, so if the system volume area is the preset low volume area, increase the volume of the preset mid-frequency range and/or preset high-frequency range of the sound material to ensure The sound can be heard by the user as much as possible.
  • the volume of sounds in the mid-frequency range and high-frequency range of the sound material can be increased at the same time, or only the volume of sounds in the mid-frequency range or high-frequency range of the sound material can be increased. Because in the low-volume area, even if the volume of the low-frequency range sound of the sound material is raised to a high level, it is difficult to be heard. On the premise that the key sound material can be heard, there is no need to increase the volume of the low-frequency range sound, or even lower it. The volume of the low-frequency range of the sound material to ensure that the volume does not exceed the highest threshold.
  • the system volume area is a preset high-volume area, reduce the volume of sounds in the mid-range and/or high-frequency range in the sound material so that the overall hearing perception of the high-volume area is close to that of the middle-volume area.
  • the volume of sounds in the middle frequency range and the high frequency range in the sound material can be reduced at the same time, or only the volume of sounds in the middle frequency range or the frequency range of the sound material can be reduced.
  • the low-frequency range of the sound material has a poor performance ability compared with the high-frequency range of the mid-sound material; the sound performance of the mid-range and high-frequency range in the sound material is more prominent.
  • the playback ability of the low frequency range in the sound material is poor, and the played sound is concentrated in the middle frequency and high frequency range.
  • this will cause the sound to become harsher when the mobile phone is placed outside, resulting in a poor sense of hearing and uncomfortable sound to the user, thereby reducing the sense of hearing and quality of the sound. Therefore, in order to ensure that the sense of hearing in the high-volume area is close to the sense of hearing in the medium-volume area, it is necessary to make the sound no longer concentrate in the high and low frequency range, reduce the volume of the sound in the high and middle frequency range of the sound material, and increase the low frequency in the sound material The volume of the range sound.
  • Fig. 3 shows the mixing parameter adjustment method of the sound in the middle frequency range and the high frequency range in the sound material; among them, the abscissa in Fig. 3 is the system volume parameter expressed as a percentage, and the ordinate is the volume of the sound material.
  • the 0 on the ordinate represents the unadjusted preset volume of the sound material, a positive number on the ordinate represents an increase in the volume of the sound material, and a negative number represents a decrease in the volume of the sound material.
  • the solid line represents the sound in the high frequency range of the sound material, and the dotted line represents the sound in the middle frequency range of the sound material or the sound in the mid-to-high frequency range.
  • the volume of the high-frequency range and mid-frequency range of the sound material in the medium-volume area are not adjusted, the volume of the high-frequency range and the mid-frequency range of the sound material in the high-volume area are reduced, and the sound in the low-volume area Both the high-frequency range and mid-range sound volume of the material are increased.
  • the sound in the high volume area is concentrated in the high frequency range and the middle frequency range, and the two frequency ranges of the sound material do not need to be loud enough to be heard clearly. If no adjustment is made, the user will feel harsh, so the sound needs to be reduced.
  • the volume of the sound in the high frequency range and mid frequency range in the material are not adjusted, the volume of the high-frequency range and mid-frequency range of the sound material in the high-frequency range and mid-frequency range of the material.
  • the high-frequency and mid-frequency range of the sound material does not need a large volume to be heard by people. Therefore, in the low-volume area, think To ensure that the sound can be heard by the player as much as possible, it is necessary to increase the volume of the mid-range and high-frequency range sounds in the sound material.
  • the difference between the volume adjustment of high-frequency and mid-range sound in the sound material is the amplitude of reducing and increasing the volume.
  • the volume required for high frequency is generally lower than that required for intermediate frequency. Therefore, in the high volume area, the high frequency needs to be attenuated more to approach the hearing effect in the middle volume area. In the low-volume area, the high frequency needs less boost to achieve the same auditory effect as the intermediate frequency.
  • the system volume area is a preset medium-volume area, and the frequency range included in the sound material has a preset low-frequency range, it is necessary to improve the sense of hearing in the medium-volume area.
  • the mid-volume area both the high-frequency and mid-frequency ranges of the sound material can be well represented; the low-frequency performance ability is average.
  • the volume of the preset low-frequency range sound in the sound material should be increased to enhance the sound material Expressive power in the low frequency range.
  • Fig. 4 shows the way of adjusting the mixing parameters of the sound in the low frequency range of the sound material.
  • the abscissa in Fig. 4 is the system volume parameter expressed as a percentage
  • the ordinate is the volume of the sound material
  • the ordinate in Fig. 4 0 represents the unadjusted preset volume of the sound material
  • a positive number in the ordinate represents an increase in the volume of the sound material
  • a negative number in the ordinate represents a decrease in the volume of the sound material.
  • the curve in Figure 4 is the low-frequency range of the sound material. It can be seen that the low-frequency range of the sound material raises the volume in the medium-volume area, and the purpose is to improve the hearing in the medium-volume area.
  • the low-frequency range of the sound material in Figure 4 has been improved in the transition area between the high volume area and the medium volume area and the transition area between the medium volume area and the low volume area. This can ensure that the sound is in the two transition areas.
  • the comfort of the inner hearing increases the radiation range of the comfortable hearing.
  • the dynamic range in the mid-volume area is relatively sufficient.
  • the low-frequency range of the sound material can be enhanced to enhance the hearing in the medium volume area; because the dynamic space in the high volume area is not sufficient, in order to prevent sound overload, the enhanced sound material cannot be used.
  • the low-frequency range sound volume in the medium and low-frequency range enhances the expressiveness of the low-frequency range; the low-frequency range sound of the sound material in the low-volume area has lost its basic expressiveness. Increasing the volume of the low-frequency range sound in the sound material does not increase the low volume. The expressiveness in the district, so there is no need to improve.
  • the mixing parameters also include the dynamic range of the sound in each frequency range of the sound material. Therefore, in addition to the system volume area and the frequency range of the sound material, you can adjust the volume of each frequency range in the sound material to adjust In addition to the mixing parameters of the sound material; you can also adjust the dynamic range of the sound in each frequency range of the sound material according to the system volume area and the frequency range of the sound material.
  • the above-mentioned dynamic range refers to the average difference between the highest and the lowest in the volume fluctuation of the sound. Reducing the dynamic range will make the volume changes of the sound sound more average and gentle, and improve the sound performance.
  • the way to reduce the dynamics is to rely on the compressor, not the adjustment of the volume, that is, the overall increase or decrease of the volume cannot reduce the dynamic range.
  • the dynamic range generally does not change.
  • an upper threshold is set for the maximum volume. When the volume exceeds this upper threshold, it will be proportionally reduced below the upper threshold volume, or forced down to the value of the upper threshold.
  • This process will narrow the difference between the maximum volume and the minimum volume, that is, reduce the dynamic range of the sound. This process is called compression.
  • the volume difference between the volume of the sound and the upper threshold is called dynamic space.
  • the volume of a sound is composed of different volumes corresponding to different frequencies, and the volume of different frequencies has its own dynamic range, and the combination of these dynamic ranges is the overall dynamic range of the sound material. When the volume of a certain frequency or frequency band is adjusted, the result will affect the volume and the overall dynamic range of the sound.
  • the system volume area is the preset low volume area
  • the dynamic range of the sound material needs to be reduced.
  • the user can hear clearly as the goal of hearing adjustment.
  • the sound performance of all frequency ranges in the sound material in the low volume area is poor.
  • increasing the volume of the mid-range and low-frequency sounds can increase the sound performance of these two frequency bands, the sound can be heard, but the sound cannot be avoided. Therefore, it is necessary to reduce the dynamic range of the sound in the middle frequency range and the high frequency range in the sound material to solve the problem of the fluctuation of the sound.
  • the low-frequency range of the sound material can hardly be heard in the low-volume area, but the sound in the middle and low frequency range has auditory performance.
  • the purpose of not completely removing the middle and low frequency ranges is to neutralize the unpleasant listening feeling that the sound brought by the increased high frequency range and the mid frequency range is too thin and has a strong sense of filtering.
  • the system volume area is the preset high volume area
  • the dynamic range of the preset low-frequency range sound in the sound material needs to be reduced.
  • the main purpose is to ensure a good sense of hearing; in the high-volume area, the actual hearing sense of the low-frequency range of the sound material is improved, but it is not enough.
  • the high-frequency range and mid-frequency range of the sound material are more expressive than the low-frequency range sound.
  • FIG. 5 is a dynamic space adjustment method of the low-frequency range sound in the sound material, where the abscissa is the system volume parameter expressed as a percentage, The ordinate is the volume of the sound material, 0 in the ordinate indicates that the volume of the sound material is not adjusted, a positive number in the ordinate indicates the volume of the sound material is increased, and a negative number in the ordinate indicates that the volume of the sound material is decreased.
  • the curve in Figure 5 represents the low-frequency range sound in the sound material.
  • the low-frequency range sound in the sound material releases dynamic space in the low volume area to the mid-range and high-frequency range sounds in the sound material, which can be used to enhance the sound material.
  • the expressive power of the sound in the mid-frequency and high-frequency range ensures that the user can hear the sound while preventing the overall volume from exceeding the maximum threshold.
  • Step S208 Perform sound mixing processing on the sound material according to the mixing parameters.
  • the sound engine Wwise can be used to perform mixing processing.
  • Wwise obtains the system volume parameters fed back by the terminal device and associates it with its own RTPC (Real-time Parameter Controls) parameters to perform real-time mixing control.
  • the system volume parameters and the frequency of each sound material can be displayed on the RTPC parameter interface, and the mixing parameters can be preset or adjusted on the RTPC parameter interface.
  • Step S210 playing the mixed sound material.
  • the volume of the mid-frequency or high-frequency range of the sound material in the preset low-volume area is increased in real time, and the volume of the low-frequency range is decreased; for the preset high-volume area Lower the volume of the mid-frequency or high-frequency range sound in the sound material; increase the volume of the low-frequency range sound in the preset medium-volume area sound material; reduce the dynamic range of the sound material in the preset low-volume area sound material; For the preset high-volume area sound material, the dynamic range of the low-frequency range of the sound is reduced.
  • the embodiment of the present invention also provides another sound mixing method; this method is implemented on the basis of the method in the above-mentioned embodiment; in the above-mentioned embodiment, adjusting the volume and dynamic range of the sound material belongs to macro adjustment, and the macro adjustment can be understood as : Adjustment of the overall volume and dynamic range of each frequency range under different system volume areas.
  • the mixing parameters of each sound material are micro-adjusted according to the priority of each type of sound in each sound material.
  • Fig. 6 is a flowchart of a sound mixing method, where the method includes the following steps:
  • Step S602 Obtain the priority of each type of sound in the sound material.
  • Step S604 Acquire the current system volume parameter of the terminal device.
  • Step S606 Determine the system volume area corresponding to the current system volume parameter of the terminal device.
  • the priority of each type of sound in the sound material represents the priority of playing the sound material, or the priority of ensuring the volume or dynamic space of the sound material when playing the sound material. The higher the priority of each type of sound in the sound material, the more priority Play the sound material, or give priority to ensuring the volume and dynamic space of the sound material.
  • priority is given to the volume of the high-priority sound material. After the upper limit of the sound is reached, other unplayed lower priority sounds will not be played. The material is out. If the total dynamic space of each frequency range of the sound material has an upper limit, the dynamic space of the high-priority sound material is guaranteed first, and the dynamic space of the low-priority sound material may be compressed, and the sound material may not even be played.
  • the priority can be divided according to the application situation of the sound material.
  • Set the necessary information to convey the sound that is, the important sound effect, to high priority.
  • the necessary information to convey the sound includes: UI (User Interface) sound effect with key prompting function, hit sound effect, Buff sound effect and Debuff (Debate) sound effects, and the corresponding voices mentioned above; set the basic sound elements to medium priority, the basic sound elements include: basic UI sound effects, action and special effects sound effects, object sound effects and corresponding voices, etc.; decorate and emotional Set the sexual and atmospheric sounds to low priority, and set the decorative, emotional, and atmospheric sounds to include: environmental sound effects, emotional atmosphere sound effects, sound field modification effects, etc.
  • Step S608 Adjust the volume of each type of sound in the sound material according to the system volume area and the priority of each type of sound in the sound material.
  • the micro adjustment refers to the adjustment of the sound volume of a certain or a certain type of sound material under different system volume areas.
  • the micro adjustment includes the adjustment of different sound materials. Individual or different types of sound materials are divided into different priority levels in different system volume areas, and frequency, dynamics, volume, and memory are performed in different system volume areas according to the priority of each type of sound in the sound material Different adjustments to occupancy.
  • Macro adjustments are usually rough.
  • the macro auditory processing is based on the overall performance of the sound, taking an average fixed value solution. This solution is not suitable for every specific sound effect or every specific piece of music. Under the macro adjustment, the performance of some sound materials may be too strong, and some may still be poor. On this basis, micro-adjustment can ensure that each sound can achieve a comfortable listening experience.
  • micro adjustments will make more volume adjustments to the sound material, but such adjustments are not the most necessary means, because volume adjustments increase or decrease the overall frequency range and dynamic range covered by the sound. Therefore, simply adjusting the volume of the material is not the best way. Due to the impact of macro adjustments, some sound materials will be less expressive. At this time, you can consider increasing the overall volume of the sound materials itself, which depends on the specific situation.
  • the system volume area is a preset low volume area, and the priority of the sound material is a preset high priority, then the volume of the preset mid-frequency range or the preset high-frequency range sound in the sound material needs to be increased. If the system volume area is the preset low volume area, and the priority of each type of sound in the sound material is the preset medium priority, then at least part of the preset middle frequency range or preset high frequency range of the sound material is increased The volume of the sound, and appropriately increase the volume of some sound materials.
  • the sound of the medium-priority sound material needs to be heard by the user as much as possible, so the volume of a part of the middle-frequency range or the high-frequency range of the medium-priority sound material can be increased.
  • the volume of a part of the middle-frequency range or the high-frequency range of the medium-priority sound material can be increased.
  • the system volume area is the preset high volume area, reduce the volume of the preset high priority sound in the sound material.
  • the main purpose of mixing is to improve the sense of hearing. In order to enhance the sense of hearing, it is necessary to ensure that the volume of high, medium, and low priority sound materials are close. Therefore, the volume of high priority sounds needs to be reduced.
  • the system volume area is the preset high volume area
  • the priority of each type of sound in the sound material is the preset high priority or medium priority
  • the volume of the range sound In the high volume area, it is necessary to give priority to the sense of hearing. Therefore, it is necessary to reduce the volume of the mid-range or high-frequency range sound in some sound materials in the high-volume area, and adjust the dynamic range. Specifically, it can mainly focus on the high-frequency range and the low-frequency range.
  • the sound is adjusted; in the adjustment process, the high priority audio material is adjusted first.
  • Figure 7 shows a way to adjust the mixing parameters of an important sound effect sound material, where the abscissa is the system volume parameter expressed as a percentage, the ordinate is the volume of the sound material, and 0 on the ordinate indicates that the sound material has not been adjusted. Volume, a positive number in the ordinate represents the increase in the volume of the sound material, and a negative number in the ordinate represents the decrease in the volume of the sound material.
  • the important sound effects include sounds in the middle frequency or high frequency range. Therefore, the volume of the important sound effect in the low-volume area is increased to ensure that the user can also hear the important sound effect in the low-volume area; in addition, the volume of the important sound effect in the high-volume area needs to be reduced to ensure the comfort of hearing.
  • Step S610 Perform mixing processing on the sound material according to the mixing parameters.
  • step S612 the above-mentioned sound material after the mixing process is played.
  • the sound materials are divided into high priority, medium priority and low priority according to the application situation, and different sound mixing schemes are adopted for different sound materials in different system volume areas.
  • the low-volume area it is necessary to increase the volume of the mid-range or high-frequency range sound in the high-priority sound material, and increase the volume of at least a part of the mid-range or high-frequency range sound in the medium-priority sound material; Volume area, to reduce the volume of the mid-range or high-frequency range of high-priority or medium-priority sound materials.
  • This method can adjust the mixing of different priorities separately, improve the listening comfort in the high-volume area, increase the presentation of the sound material in the low-volume area, and ensure that the high-priority sound material is available in all system volume areas. Have a strong presentation power.
  • the embodiment of the present invention also provides another sound mixing method; this method is implemented on the basis of the method in the above-mentioned embodiment; this method focuses on adjusting the consumption optimization of the sound material of medium priority or low priority in the low volume area. Method to realize.
  • the optimization of the micro-adjustment is mainly aimed at the low volume area to 0% volume, for example, the volume range of 30%-0%.
  • the main processing method of optimization is to convert the sound material that has lost the sense of hearing effect into a virtual voice by reducing the volume.
  • the sound has multiple playback methods, and each method corresponds to a different optimization effect.
  • the loop sound effect and the long sound effect can be played in the form of continuous playback, and the short sound effect can be played in the form of stopping.
  • the performance optimization is based on the auditory effect. If a certain sound is at a certain system volume value in the low volume area, it is almost impossible to be heard by the player, and the category of the sound effect is in low priority or medium priority , You can consider turning into a virtual voice.
  • the sound material is processed with virtual parts; if the system volume area is the preset And the priority of each type of sound in the sound material is the preset medium priority, and at least a part of the sound material in the sound material is processed with virtual parts.
  • low-priority sound materials can be completely transferred to virtual parts; while for medium-priority sound materials, some of them can be transferred to virtual parts.
  • the specified value is expressed as a percentage, which can be 6%. If the system volume parameter is lower than 6%, it means it is in the extremely low volume area. In the extremely low volume area, the overall fullness and expressiveness of the sound material can no longer be guaranteed. In this case, it is necessary to perform virtual voice processing according to the different presentation power of specific sound materials and its role in the game.
  • a virtual voice is a virtual environment in which the sound engine monitors the specific parameters of the sound in the list, but does not perform sound processing.
  • the number of playback channels can be limited to the specified sound material. For example, some sound materials with main frequency bands concentrated in the low-frequency range are extremely difficult to be heard by users in the extremely low volume area, and sound materials concentrated in the low-frequency range are extremely difficult to be heard by users, but they will always be played. The low frequency range in these sound materials will occupy corresponding dynamic space and cause a waste of system performance.
  • virtual voice processing can be performed to optimize system performance. Because the virtual voice processing can release a certain amount of dynamic space, improve the presentation of other sound materials, and increase the comfort of listening.
  • the low-frequency range of sound materials in the low volume area has a low priority.
  • reducing the number of sound materials played can optimize the performance of the game; at the same time, it reduces the low-frequency range of the sound materials.
  • Fig. 8 is a virtual voice processing method, in which the abscissa is the system volume parameter expressed in percentage, the ordinate is the volume of the sound material, and 0 on the ordinate indicates that the volume of the sound material is not adjusted. A negative number means that the volume of the sound material is reduced.
  • the curve in Figure 8 represents the sound material processed by the virtual voice.
  • the part where the abscissa is less than 6% in Fig. 8 is the extremely low volume area, and the volume of the sound material is reduced in the extremely low volume area to trigger the function of the virtual voice part.
  • the virtual voice includes a variety of playback settings, you can choose not to play, tentatively or continue to play.
  • the virtual voice part is a way to save memory consumption. Even if the sound continues to play in the virtual voice part, the consumption consumption will be significantly reduced.
  • the setting and selection of virtual voices need to be stopped, paused or resumed according to the role and functionality of the specific sound material. For example, you can set the sound with a volume lower than -40db to enter the virtual voice, and limit the number of sound playback channels of the sound material entering the virtual voice to at most 256.
  • the performance of the game can be optimized, and other high-priority sound materials can have a better dynamic presentation. .
  • an embodiment of the present invention provides a sound mixing device, which is applied to a terminal device.
  • the device includes:
  • the volume obtaining module 91 is configured to obtain the current system volume parameters of the terminal device
  • the mixing adjustment module 92 is set to adjust the mixing parameters of the sound material according to the system volume parameter and the frequency range of the sound material;
  • the mixing processing module 93 is configured to perform mixing processing on the sound material according to the mixing parameters
  • the material playing module 94 is configured to play the sound material after the mixing process.
  • a sound mixing device provided by an embodiment of the present invention adjusts the mixing parameters of the sound material according to the acquired current system volume parameters of the terminal device and the frequency range of the sound material, and then mixes the sound material according to the mixing parameters. Sound processing, and play sound material.
  • This method takes into account the system volume parameters and the frequency range of the sound material when adjusting the mixing parameters. Compared with related technologies, a fixed mixing scheme is adopted under any system volume parameters. The above method can be implemented at different system volumes. Under the parameters, different mixing parameters are used for the sound material, so this method can reduce the difference in the sense of hearing of the sound at different volume levels, and the user can obtain a comfortable sense of hearing at various volume levels, which improves the user's sense of hearing experience.
  • the mixing parameters include the volume of each frequency range sound in the sound material; the mixing adjustment module is configured to: determine the system volume area corresponding to the current system volume parameter of the terminal device; according to the system volume area and the sound material Frequency range, adjust the volume of the sound in each frequency range in the sound material.
  • the sound mixing adjustment module is configured to: if the system volume area is a preset low volume area, increase the volume of sounds in the preset middle frequency range and/or preset high frequency range in the sound material; if The system volume area is a preset high volume area, which reduces the volume of sounds in the middle frequency range and/or high frequency range in the sound material.
  • the sound mixing adjustment module is configured to: if the system volume area is a preset medium volume area, increase the volume of a preset low-frequency range sound in the sound material.
  • the mixing parameters also include the dynamic range of the sound in each frequency range in the sound material; the mixing adjustment module is set to: if the system volume area is a preset low volume area, reduce the dynamic range of the sound material; if The system volume area is the preset high volume area, which reduces the dynamic range of the preset low-frequency range sound in the sound material.
  • the above-mentioned apparatus further includes: a priority obtaining module, which is set to obtain the priority of each type of sound in the sound material; and the volume adjustment module, which is set to obtain the priority of each type of sound in the sound material according to the system volume area and the sound material. Adjust the volume of each type of sound in the sound material.
  • the volume adjustment module is configured to: if the system volume area is a preset low volume area, increase the volume of a preset high priority sound in the sound material; if the system volume area is a preset high volume Area to reduce the volume of the high-priority sound preset in the sound material.
  • the above-mentioned apparatus further includes: a virtual voice processing module configured to perform virtual voice processing on a preset low priority sound in the sound material if the system volume area is a preset low volume area.
  • the sound mixing device provided by the embodiment of the present invention has the same technical features as the sound mixing method provided in the foregoing embodiment, so it can also solve the same technical problem and achieve the same technical effect.
  • the embodiment of the present invention also provides a terminal device for running the above mixing method; as shown in FIG. 10, the terminal device includes a memory 100 and a processor 101, where the memory 100 is used to store one or more computer instructions One or more computer instructions are executed by the processor 101 to implement the above-mentioned mixing method.
  • the terminal device shown in FIG. 10 further includes a bus 102 and a communication interface 103.
  • the processor 101, the communication interface 103 and the memory 100 are connected through the bus 102.
  • the memory 100 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.
  • RAM Random Access Memory
  • non-volatile memory such as at least one disk memory.
  • the communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, a wide area network, a local network, a metropolitan area network, etc. may be used.
  • the bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like.
  • the bus can be divided into address bus, data bus, control bus and so on. For ease of presentation, only one bidirectional arrow is used to indicate in FIG. 10, but it does not mean that there is only one bus or one type of bus.
  • the processor 101 may be an integrated circuit chip with signal processing capability. In the implementation process, the steps of the foregoing method can be completed by an integrated logic circuit of hardware in the processor 101 or instructions in the form of software.
  • the foregoing processor 101 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP), etc.; it may also be a digital signal processor (Digital Signal Processor, DSP for short), etc. ), Application Specific Integrated Circuit (ASIC), Field-Programmable Gate Array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components.
  • the methods, steps, and logical block diagrams disclosed in the embodiments of the present invention can be implemented or executed.
  • the general-purpose processor may be a microprocessor or the processor may also be any conventional processor or the like.
  • the steps of the method disclosed in the embodiments of the present invention may be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor.
  • the software module can be located in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers.
  • the storage medium is located in the memory 100, and the processor 101 reads information in the memory 100, and completes the steps of the method of the foregoing embodiment in combination with its hardware.
  • the embodiment of the present invention also provides a computer-readable storage medium that stores computer-executable instructions.
  • the computer-executable instructions When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement
  • the computer-executable instructions When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement
  • the computer program product of the sound mixing method, device, and terminal equipment provided by the embodiments of the present invention includes a computer-readable storage medium storing program code.
  • the instructions included in the program code can be used to execute the method in the previous method embodiment, and the specific implementation is Please refer to the method embodiment, which will not be repeated here.

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Abstract

本发明提供了一种混音方法、装置和终端设备;其中,该方法包括:获取终端设备当前的系统音量参数;按照系统音量参数和声音素材的频率范围,调整声音素材的混音参数;根据混音参数对声音素材进行混音处理;播放混音处理后的声音素材。本发明可以根据获取到的终端设备当前的系统音量参数和声音素材的频率调整声音素材的混音参数,可以实现在不同的系统音量参数下对声音素材采用不同的混音参数,进而根据混音参数播放声音素材。该方法可以缩小不同音量下各个频率范围的声音的听感差异,用户在各种音量下均可以获得舒适的听感,提升了用户的听感体验。

Description

混音方法、装置和终端设备 技术领域
本发明涉及音频处理技术领域,尤其是涉及一种混音方法、装置和终端设备。
背景技术
相关技术中,工程师在对多种声音素材进行混音时,大多基于设备播放声音时的人耳听感,调整出一套固定的混音方案;基于该混音方案播放声音素材时,声音素材中各个频段的声音播放音量通常随着系统音量的变化而线性变化。但是,人耳的听觉对不同频段的声音敏感程度不同,如同等听感效果下,高频段声音需要的音量低于低频段声音;同时该敏感程度还受到系统音量及播放硬件的影响,这就导致各个频段的声音到达人耳的听感效果不会随着系统音量的变化而线性变化,并且硬件的固有弊端会加剧这个差异化。例如,在相同播放音量下,手机外放音箱播放的声音素材的高频段的声音到达人耳的响度高于低频段;用户在调节系统音量时,各个频率段的声音到达人耳的响度变化趋势不同,导致不同音量下各个频段的声音的听感差异,从而影响用户的听感体验。
发明内容
有鉴于此,本发明的目的在于提供一种混音方法、装置和终端设备,以缩小不同音量下各个频段的声音的听感差异,提升用户的听感体验。
第一方面,本发明实施例提供了一种混音方法,应用于终端设备,方法包括:获取终端设备当前的系统音量参数;按照系统音量参数和声音素材的频率,调整声音素材的混音参数;根据混音参数对声音素材进行混音处理;播放混音处理后的声音素材。
在本发明较佳的实施例中,上述混音参数包括声音素材中各频率范围声音的音量;上述按照系统音量参数和声音素材的频率,调整声音素材的混音参数的步骤,包括:确定终端设备当前的系统音量参数对应的系统音量区;按照系统音量区和声音素材的频率范围,调整声音素材中各频率范围声音的音量。
在本发明较佳的实施例中,上述按照系统音量区和声音素材的频率范围,调整声音素材中各频率范围声音的音量的步骤,包括:如果系统音量区为预设的低音量区,提升声音素材中预设的中频范围和/或者预设的高频范围的声音的音量;如果系统音量区为预设的高音量区,降低声音素材中中频范围和/或者高频范围的声音的音量。
在本发明较佳的实施例中,上述按照系统音量区和声音素材的频率范围,调整声音素材中各频率范围声音的音量,包括:如果系统音量区为预设的中等音量区,提升声音素材中预设的低频范围的声音的音量。
在本发明较佳的实施例中,上述混音参数还包括声音素材中各频率范围声音的动态范围;上述按照系统音量区和声音素材的频率范围,调整声音素材中各频率范围声音的音量的步骤,包括:如果系统音量区为预设的低音量区,缩小声音素材的动态范围;如果系统音量区为预设的高音量区,缩小声音素材中预设的低频范围的声音的动态范围。
在本发明较佳的实施例中,上述方法还包括:获取声音素材中各类型声音的优先级;根据系统音量区和声音素材中各类型声音的优先级,调整声音素材中各类型声音的音量。
在本发明较佳的实施例中,上述根据系统音量区和声音素材中各类型声音的优先级,调整声音素材中各类型声音的音量,包括:如果系统音量区为预设的低音量区,提升声音素材中预设的高优先级的声音的音量;如果系统音量区为预设的高音量区,降低声音素材中预设的高优先级的声音的音量。
在本发明较佳的实施例中,上述方法还包括:如果系统音量区为预设的低音量区,将声音素材中预设的低优先级的声音进行虚声部处理。
第二方面,本发明实施例还提供一种混音装置,应用于终端设备,装置包括:音量获取模块,设置为获取终端设备当前的系统音量参数;混音调整模块,设置为按照系统音量参数和声音素材的频率,调整声音素材的混音参数;混音处理模块,设置为根据混音参数对声音素材进行混音处理;素材播放模块,设置为播放混音处理后的声音素材。
第三方面,本发明实施例提供了一种终端设备,包括处理器和存储器,存储器存储有能够被处理器执行的计算机可执行指令,处理器执行计算机可执行指令以实现上述混音方法的步骤。
第四方面,本发明实施例提供了一种计算机可读存储介质该计算机可读 存储介质存储有计算机可执行指令,该计算机可执行指令在被处理器调用和执行时,计算机可执行指令促使处理器实现上述混音方法的步骤。
本发明实施例带来了以下有益效果:
本发明实施例提供的混音方法、装置和终端设备,根据获取到的终端设备当前的系统音量参数和声音素材的频率范围和待混音的声音素材的频率范围,调整声音素材的混音参数,进而根据该混音参数进行对声音素材进行混音处理,并播放该声音素材。该方式在调整混音参数时,考虑了系统音量参数和声音素材的频率范围;相对于相关技术中,在任何系统音量参数下均采用固定的混音方案,上述方式可以实现在不同的系统音量参数下对声音素材的各个频率范围采用不同的混音参数,因而该方式可以缩小不同音量下各个频率范围的声音的听感差异,用户在各种音量下均可以获得舒适的听感,提升了用户的听感体验。
本发明的其他特征和优点将在随后的说明书中阐述,或者,部分特征和优点可以从说明书推知或毫无疑义地确定,或者通过实施本公开的上述技术即可得知。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本发明具体实施方式或相关技术中的技术方案,下面将对具体实施方式或相关技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本发明的一些实施方式,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为本发明实施例提供的一种混音方法的流程图;
图2为本发明实施例提供的另一种混音方法的流程图;
图3为本发明实施例提供的一种声音素材中的中频和高频范围的声音的混音参数调整方式示意图;
图4为本发明实施例提供的一种声音素材中的低频范围的声音的混音参数调整方式示意图;
图5为本发明实施例提供的一种声音素材中的低频范围的声音的动态空 间调整方法的示意图;
图6为本发明实施例提供的另一种混音方法的流程图;
图7为本发明实施例提供的一种重要音效声音素材的混音参数调整方式示意图;
图8为本发明实施例提供的一种虚声部处理方法的示意图;
图9为本发明实施例提供的一种混音装置的结构示意图;
图10为本发明实施例提供的一种终端设备的结构示意图。
具体实施方式
为使本发明实施例的目的、技术方案和优点更加清楚,下面将结合附图对本发明的技术方案进行清楚、完整地描述,显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。
当外界声音传入人耳内,人们在主观感觉上形成听觉上声音强弱的概念。人们习惯于地用“响”与“不响”来描述声波的强度,但这一描述与声波的强度又不完全等同。人耳对声波响度的感觉还与声波的频率有关,即使相同声压级但频率不同的声音,人耳听起来会不一样响。对于手机等终端设备来说,同一外放音量下不同频率声音的听感不同,而外放音量变化相同的幅度,不同频率声音的听感变化也不相同。而手机终端设备的外放音箱,由于其固有的硬件弊端,会加剧不同频率的听感差异。
现有的混音方案,通常针对终端设备外放的实际听感,对于整体音量区采用一套固定的混音方案,用户在调节系统音量时,各个频段的声音到达人耳的响度变化趋势不同,导致不同音量下各个频段的声音的听感差异,从而影响用户的听感体验。基于此,本发明实施例提供一种混音方法、装置和终端设备,该技术应用于手机、平板电脑等可以实现人机交互的设备上,尤其可以适用于游戏场景中,如音乐游戏、卡牌游戏、竞技游戏中。
为便于对本实施例进行理解,首先对本发明实施例所公开的一种混音方法进行详细介绍,该混音方法可以应用于终端设备,具体而言,执行该混音方法的主体可以为终端设备的声音引擎,游戏引擎向该声音引擎发送系统音量等相关参数及播放指令。
如图1所示,该混音方法包括如下步骤:
步骤S102,获取终端设备当前的系统音量参数。
终端设备通常为可以实现人机交互的设备,终端设备可以是手机、平板电脑等设备。当前的系统音量参数可以理解为与终端设备播放音频的音量大小相关的参数;例如,系统音量参数可以预设为0%至100%,参数越大,则终端设备播放音频的音量也就越大。用户可以通过调节终端设备的音量按键调节上述系统音量参数,也可以通过调节应用程序用音量控件调节上述系统音量参数。通常来说,用户在不同的场景下随时可能调节系统音量参数,终端设备可以实时获得用户调节的系统音量参数。
在实际实现时,可以由安装在该终端设备上的声音引擎获取系统音量参数;也可以由游戏引擎、音视频播放软件等向声音引擎发送系统音量参数、音视频的播放指令等信息。
步骤S104,按照上述系统音量参数和声音素材的频率范围,调整声音素材的混音参数。
其中,声音素材是被混音的声音,在很多场景下,需要同时播放多个声音素材;如游戏场景下,可以需要同时播放背景音乐素材、武器声音素材、信息提示声音素材、角色对话声音素材等。频率是指具体的某个赫兹,频率范围也可以理解为频段。每个声音素材通常包含有较为广阔的频段,在混音过程中,需要对声音素材中各个频段的音量进行调整,进而形成了不同声音素材的听感特色。每个声音素材通常都包含有低频范围、中频范围和高频范围,其中的一种或多种频率范围可以作为声音素材的主要范围,例如,较为尖锐的信息提示声音素材,该声音素材的主要范围通常为高频范围。较为低沉的野兽吼叫声的声音素材,该声音素材的主要范围通常为低频范围。作为示例,低频范围可以设置为30Hz-150Hz,其中的50Hz以下为极低频范围;中频范围可以设置为150Hz-5000Hz,其中的500Hz-5000Hz为中高频范围,150Hz-500Hz为中低频范围;高频范围可以设置为5000Hz-16000Hz。
混音参数可以理解为影响用户听取声音素材的听感的参数。混音参数通常包括声音素材的音量、声音素材中各个频段的音量、以及声音素材的动态范围等参数。其中,动态范围是指声音的最低音量和最高音量之间的差距;调整混音参数通常为调整混音参数的大小或者范围。通常,如果系统音量参数较大,则声音素材的音量提高;如果系统音量参数较小,则声音素材的音 量降低。在实际实现时,考虑到声音素材中不同频率范围在不同音量下的表现不同,将系统音量参数和待混音的声音素材的频率范围作为依据调整声音素材的混音参数,例如,在高音量下,将声音素材中高频范围的音量降低,以避免声音素材中高频范围过于尖锐;在低音量下,将声音素材中高频范围的音量提高,以避免声音素材中高频范围的表现力过低。
步骤S106,根据混音参数对声音素材进行混音处理。
举例来说,用户通过终端设备上的音量按键调节上述系统音量参数,终端设备中的声音播放软件按照预设间隔获取系统音量参数,以使被调节的系统音量参数实时反馈到声音引擎中,该音乐播放软件通过其中的混音工具,基于被调节的系统音量参数调节当前播放的各个声音的音量、声音素材中各个频段的音量、以及声音素材的动态范围等混音参数,以实现对声音素材的混音处理。
步骤S108,播放混音处理后的上述声音素材。
对声音素材进行混音处理完毕后,由终端设备混音处理后的声音素材。通常,可以由终端设备的外放或耳机播放调整后的声音素材。
本发明实施例提供的一种混音方法,根据获取到的终端设备当前的系统音量参数和声音素材的频率范围调整声音素材的混音参数,进而根据混音参数进行对声音素材进行混音处理,并播放声音素材。该方式在调整混音参数时,考虑了系统音量参数和声音素材的频率范围;相对于相关技术中,在任何系统音量参数下均采用固定的混音方案,上述方式可以实现在不同的系统音量参数下对声音素材采用不同的混音参数,因而该方式可以缩小不同音量下声音素材的听感差异,用户在各种音量下均可以获得舒适的听感,提升了用户的听感体验。
本发明实施例还提供另一种混音方法;该方法在上述实施例方法的基础上实现;该方法重点描述按照系统音量参数和声音素材的频率,调整声音素材的混音参数的具体实现方式。
基于上述描述,如图2所示,该方法包括如下步骤:
步骤S202,获取终端设备当前的系统音量参数。
步骤S204,确定该终端设备当前的系统音量参数对应的系统音量区。
将系统音量参数按照声音大小划分到不同的范围内,该范围即上述系统 音量区。例如,以百分数说明,系统音量参数的最大音量为100%,最小音量为0%。系统音量区可以由人工预设,举例来说,将系统音量区划分为低音量区、中等音量区和高音量区。首先,根据用户常用的音量范围划分中等音量范围,具体可以通过随机抽查统计的方式,得出用户常用的音量范围为40%-70%。因此可以将0%-40%的外放音量划分为低音量区,40%-60%的外放音量划分为中等音量区,60%-100%的外放音量划分为高音量区。其中,在低音量区中,将0-6%的外放音量可以划分为极低音量区。
步骤S206,按照系统音量区和声音素材的频率范围,调整声音素材中各频率范围声音的音量。
通常,对不同的系统音量区有着不同的混音目的,因而在不同的系统音量区,针对声音素材中的各个频率范围的声音,则采用对应的混音方法,以实现对每个系统音量区有针对性地进行混音目的。举例来说,中等音量区是用户最常用的音量区,通常以提升听感为目的,保证用户具有舒适的体验;并且,中等音量区的混音方案可以作为整体混音的标准方案,为高音区与低音区的混音方案提供参考和听感标准;高音量区要将自身的听感接近中等音量区的听感,例如适当降低声音素材中高频范围声音的音量,以保证音感和中等音量区类似;低音量区中的混音目的是为了让客户能够听清重要声音,如信息提示声,以提高重要声音素材的呈现力。
由于声音素材的频段覆盖可能很广,在调整音量时,通常调整声音素材中包含的某个频率范围的声音对应音量,而不是提升声音素材的整体音量,提升整体音量会提升声音素材其覆盖的全部频段的音量。具体而言,考虑到在大多数场景下,重要声音通常采用中频范围或者高频范围的声音,如果当前的系统音量参数对应的系统音量区为预设的低音量区,所有声音的音量都小,整体声音表现力差,此时则需要提高该声音素材中预设的中频范围,或者高频范围的呈现力,也就是在低音量下,首先保证让用户能够听清楚重要声音,对于音频整体的听感则不作为低音量区混音的核心考虑因素。该声音素材中高频范围和中频范围相对于低频范围来说,声音整体表现力较强;而该声音素材中低频范围需要很大的音量才可以让用户听清楚,该声音素材中高频和中频范围不需要很大的音量就可以被听清,因此如果系统音量区为预设的低音量区,提升声音素材中预设的中频范围和/或者预设的高频范围的声音的音量,以保证声音可以尽量被用户听到。其中,可以同时提升声音素 材的中频范围和高频范围的声音的音量,也可以仅提升声音素材的中频范围或高频范围的声音的音量。因为在低音量区,声音素材的低频范围声音的音量即使提升至很高,也难以被听到,在保证关键声音素材可以被听到的前提下,无需提升低频范围声音的音量,甚至需要降低声音素材的低频范围声音的音量来保证音量不会超过最高阈值。
如果系统音量区为预设的高音量区,降低声音素材中中频范围和/或者高频范围的声音的音量,以使高音量区的声音整体听感接近中等音量区的声音整体听感。其中,可以同时降低声音素材中中频范围和高频范围的声音的音量,也可以仅降低声音素材中中频范围或者所频范围的声音的音量。在高音量区中,声音素材中的低频范围相对于中声音素材中高频范围,表现能力较差;而声音素材中中频和高频范围的声音表现比较突出。为了保证良好的听感,在高音量区,需要降低声音素材中高频和中频范围声音的音量,以使声音素材中的低频、中频和高频范围的声音的听感较为接近,使得高音量区的整体听感接近中等音量区的听感。
举例来说,手机由于外放音箱的振膜比较小,因此对于声音素材中的低频范围的播放能力较差,播放出来的声音集中在中频与高频范围。然而,这会导致在手机外放的条件下,声音会变得比较刺耳,导致用户听感较差,听起来不舒服,从而降低声音的听感与品质。因此,为了保证高音量区的听感接近中等音量区的听感,就要让声音不再集中于高频和低频范围,降低声音素材中高频和中频范围声音的音量,增加声音素材中的低频范围声音的音量。
作为示例,图3为声音素材中的中频范围和高频范围的声音的混音参数调整方式;其中,图3中的横坐标为以百分数表示的系统音量参数,纵坐标为声音素材的音量,纵坐标的0表示该声音素材的未调整的预设音量,纵坐标正数表示该声音素材的音量提升,负数表示该声音素材的音量降低。图3中,实线代表声音素材的高频范围的声音,虚线代表声音素材的中频范围的声音或中偏高频范围的声音。如图3所示,中等音量区的声音素材的高频范围和中频范围声音的音量均未调整,高音量区的声音素材的高频范围和中频范围声音的音量均降低,低音量区的声音素材的高频范围和中频范围声音的音量均提升。高音量区声音集中在高频范围和中频范围,而声音素材的这两个频率范围本身不需要很大音量就可以让人听清楚,如果不做调整的话会让用户感觉刺耳,因此需要降低声音素材中的高频范围和中频范围声音的音量。 由于声音素材的低频范围需要很大的音量才可以让人听清楚,而声音素材中的高频与中频范围的声音不需要很大的音量就能被人听到,因此在低音量区,想要保证声音可以尽量被玩家听到,需要对声音素材中的中频和高频范围声音的音量进行提升。
声音素材中高频与中频范围声音的音量调整的区别在于降低和提升音量的幅度,在同等听感下,高频所需的音量普遍低于中频所需音量。因此在高音量区,高频需要做更多的削弱来接近中音量区的听感效果。而在低音量区,高频需要较少的提升即可与中频达到相同的听感效果。
如果系统音量区为预设的中等音量区,且声音素材包括的频率范围有预设的低频范围,需要以提高中等音量区的听感为目的。在中等音量区,声音素材中高频与中频范围均能被很好地表现;低频的表现能力一般,为了提升听感,要提升声音素材中预设的低频范围声音的音量,以提升声音素材中低频范围的表现力。
作为示例,图4为声音素材中的低频范围的声音的混音参数调整方式,其中,图4中的横坐标为以百分数表示的系统音量参数,纵坐标为声音素材的音量,纵坐标中的0表示该声音素材的未调整的预设音量,纵坐标中的正数表示该声音素材的音量提升,纵坐标中的负数表示该声音素材的音量降低。图4中的曲线为声音素材的低频范围的声音。可以看出,声音素材中的低频范围的声音在中等音量区提升了音量,目的在于提升中等音量区的听感。
同时,图4中的声音素材中的低频范围在高音量区与中等音量区的过渡区和中等音量区与低音量区的过渡区也进行了声音的提升,这样做可以保证在两个过渡区内听感的舒适度,增加了舒适听感的辐射范围。中等音量区中的动态范围比较充足,声音素材中的低频范围的声音虽然在中等音量区的表现有所提升,但由于硬件的固有问题,提升的幅度不如声音素材中的中频范围和高频范围的声音。在动态空间充足的前提下,可以提升声音素材中的低频范围的声音以提升中等音量区的听感;由于高音量区中的动态空间不太充足,为了防止声音过载,就不能采用提升声音素材中的低频范围声音的音量的方式提升低频范围的表现力;低音量区的声音素材中低频范围的声音已经缺失了基本的表现力,提升声音素材中的低频范围声音的音量并不能提升低音量区中的表现力,因此没有必要提升。
除了音量之外,混音参数还包括声音素材中各频率范围声音的动态范围, 因此,除了可以按照系统音量区和声音素材的频率范围,调整声音素材中各频率的范围声音的音量,来调整声音素材的混音参数之外;还可以按照系统音量区和声音素材的频率范围,调整声音素材中各频率范围的声音的动态范围。
上述动态范围是指声音的音量波动中,最高与最低之间的平均差异,缩小动态范围会让声音的音量变化听起来更加的平均与缓和,提升声音的表现。缩小动态的方式是依赖压缩器,而不是音量的调节,即音量的整体提升或者降低是无法缩小动态范围的。音量提升或缩小时,动态的范围一般不会发生变化。但是由于终端设备可以承受的最大音量是有限的,因此会对音量的最大值做一个上限门槛。当音量超过这个上限门槛时,会按照比例被降低至上限门槛音量以下,或被强行拉低到上限门槛的数值,这个过程会缩小最大音量与最小音量的差别,即缩小声音的动态范围。这个过程叫做压缩。同时,声音的音量与上限门槛之间的音量差叫做动态空间。声音的音量是由不同频率对应的不同音量构成,不同频率的音量有其自己的动态范围,这些动态范围结合在一起是声音素材整体的动态范围。当对某个频率或者频段的音量做出调整时,其结果会影响到音量和声音的整体动态范围。
如果系统音量区为预设的低音量区,则需要缩小声音素材的动态范围。在低音量区,以用户能够听清为听感调整的目标。低音量区声音素材中所有频率范围的声音表现都较差,虽然提升中频与低频的声音的音量可以提升这两个频段的声音表现,让声音可以被听到,但是无法避免声音忽大忽小的问题,因此需要缩小声音素材中的中频范围与高频范围的声音的动态范围来解决声音存在的忽大忽小的问题。声音素材中的低频范围的声音在低音量区基本无法被听到,但是中低频范围的声音有听感表现,因此这里需要区分低频范围与中低频范围;缩小中低频范围的声音的动态范围,以提升中低频的听感表现;同时,不将中低频范围完全去掉也是为了中和由提升高频范围与中频范围带来的声音过于单薄有较强滤波感的不好的听感。
如果系统音量区为预设的高音量区,则需要缩小声音素材中预设的低频范围的声音的动态范围。在高音量区,以保证良好的听感为主要目的;在高音量区,声音素材中低频范围的声音的实际听感有所提升,但是尚且不足,需要缩小低频范围的声音的动态范围,让低频范围的声音听起来更加的厚实有力。而在高音量区,声音素材中的高频范围和中频范围的声音与低频范围 的声音相比,表现力更强,一般不需要通过缩小动态范围来提升声音素材中的高频范围和中频范围的声音的表现力。
另外,对于声音素材中的低频范围的动态空间调整方法,作为示例,图5为一种声音素材中的低频范围的声音的动态空间调整方法,其中,横坐标为以百分数表示的系统音量参数,纵坐标为声音素材的音量,纵坐标中的0表示该声音素材未调节音量,纵坐标中的正数表示该声音素材的音量提升,纵坐标中的负数表示该声音素材的音量降低。图5中的曲线代表声音素材中的低频范围的声音,声音素材中的低频范围的声音在低音量区释放动态空间给声音素材中的中频范围和高频范围的声音,可以在提升声音素材中的中频和高频范围的声音的表现力,保证用户可以听到声音的同时,防止总体音量超过最大阈值。
步骤S208,根据混音参数对声音素材进行混音处理。
在实际实现时,可以通过声音引擎Wwise进行混音处理,Wwise获取终端设备反馈的系统音量参数后与自身的RTPC(Real-time Parameter Controls,实时参数控制)参数相关联,进行实时混音调控。在RTPC参数界面可以显示系统音量参数和每个声音素材的频率,并且在RTPC参数界面就可以预设或调整混音参数。
步骤S210,播放混音处理后的声音素材。
上述方式中,通过RTPC,根据手机音量参数,实时对预设的低音量区的声音素材中的中频或高频范围的声音提升音量,对低频范围的声音降低音量;对预设的高音量区的声音素材中的中频或高频范围的声音降低音量;对预设的中等音量区的声音素材中的低频范围的声音提升音量;对预设的低音量区的声音素材的声音缩小动态范围;对于预设的高音量区的声音素材中缩小低频范围的声音的动态范围。实现声音素材分频率范围、分音量区域实时调整,分别实时调整声音的音量和动态范围,以使中等音量区提升用户的听感,高音量区的听感接近中等音量区的听感,低音量区中提高声音素材的呈现力。
本发明实施例还提供另一种混音方法;该方法在上述实施例方法的基础上实现;上述实施例中,对声音素材的音量和动态范围进行调整属于宏观调整,该宏观调整可以理解为:不同系统音量区下对各频率范围整体进行的音 量和动态范围的调整。本实施例中,根据各个声音素材中各类型声音的优先级,对各个声音素材的混音参数进行微观调整,如图6为一种混音方法的流程图,其中,该方法包括如下步骤:
步骤S602,获取声音素材中各类型声音的优先级。
步骤S604,获取终端设备当前的系统音量参数。
步骤S606,确定终端设备当前的系统音量参数对应的系统音量区。
声音素材中各类型声音的优先级代表播放该声音素材的优先程度,或者播放声音素材时保障声音素材的音量或动态空间的优先程度,声音素材中各类型声音的优先级越高,则越优先播放该声音素材,或优先保障该声音素材的音量和动态空间。在实际实现时,如果声音素材的各个频率范围声音的音量总和存在上限,优先保证高优先级的声音素材的音量,在到达声音上限之后,就不再播放其他未播放的优先级较低的声音素材了。如果声音素材的各个频率范围的动态空间总和存在上限,则高优先级的声音素材的动态空间优先保障,低优先级的声音素材的动态空间可能会被压缩,甚至不播放该声音素材。
在实际实现时,可以根据声音素材的应用情况,进行优先级的划分。将必要信息传达声音,也就是重要音效,设置为高优先级,必要信息传达声音包括:有关键提示性作用的UI(User Interface,用户界面)音效,受击音效,Buff(增益)音效与Debuff(减益)音效,及上述对应的语音等;将基础声音元素设置为中优先级,基础声音元素包括:基本UI音效、动作与特效音效、物品音效及对应的语音等;将装饰性、情绪性、氛围性声音设置为低优先级,将装饰性、情绪性、氛围性声音包括:环境音效,情绪气氛音效,声场修饰效果等。
步骤S608,根据系统音量区和声音素材中各类型声音的优先级,调整声音素材中各类型声音的音量。
按照声音素材中各类型声音的不同优先级调整音量属于微观调整,该微观调整是指在不同系统音量区下的某个或某类声音素材的声音音量的调整,微观调整包括对不同的声音素材个体或不同类别的声音素材,在不同的系统音量区内进行不同的优先级的划分,以及根据声音素材中各类型声音的优先级,在不同的系统音量区内进行频率、动态、音量、内存占用的不同调整。
宏观调整通常较为粗糙,宏观的听感处理是针对声音的整体表现,取一 个平均的固定数值的方案,这个方案并不适用于每个具体的音效或者每首具体的音乐。在宏观调整下,部分声音素材的表现可能会过于强烈,部分可能依旧不佳。在这个基础上再进行微观调整可以保证每个声音都能达到舒适的听感。
相比于宏观调整,微观调整会对声音素材进行更多的音量调整,但是这样的调整并不是最为必须的手段,由于音量的调整是对声音所覆盖的整体频率范围与动态范围的提升或者下降,因此单纯对素材进行音量的调整并不是最佳的方式。由于宏观调整的影响,会导致部分声音素材表现力更加欠缺,此时可以考虑对声音素材本身进行整体的音量提升,需要视具体情况而定。
首先,分析低音量区不同优先级的声音素材的混音调整方案。如果系统音量区为预设的低音量区,那么就提升声音素材中预设的高优先级的声音的音量。这么做的原因是在低音量区需要保证高优级的声音素材一定被用户或玩家听到。
例如,如果系统音量区为预设的低音量区,且声音素材优先级为预设的高优先级,那么就需要提升声音素材中预设的中频范围或者预设的高频范围声音的音量。如果系统音量区为预设的低音量区,且声音素材中各类型声音的优先级为预设的中优先级,那么提升声音素材中至少一部分的预设的中频范围或者预设的高频范围声音的音量,并适当提升部分声音素材的音量。在低音量区,中优先级的声音素材的声音需要尽量被用户听到,因而可以提高中优先级声音素材中一部分中频范围或高频范围声音的音量。对于低优先级的声音素材,其在低音量区能否被用户听到并不是首要的考虑因素。
然后,分析在高音量区,不同优先级的声音素材的混音调整方案。如果系统音量区为预设的高音量区,降低声音素材中预设的高优先级的声音的音量。在高音量区,混音的主要目的在于提升听感,为了提升听感,就需要保证高、中、低优先级的声音素材的音量接近,因此,需要降低高优先级的声音的音量。
例如,如果系统音量区为预设的高音量区,且声音素材中各类型声音的优先级为预设的高优先级或中优先级,就需要降低声音素材中的至少一部分中频范围或者高频范围声音的音量。在高音量区,需要优先保证听感,因此就需要降低高音量区中部分声音素材中的中频范围或者高频范围声音的音量,调整动态范围,具体可以主要针对高频范围与低频范围的部分声音进行 调整;在调整的过程中,优先对高优先级的音频素材调整。
此外,重要音效,对于正在游戏的用户非常重要,一定要保证用户能够听到,同时也要保证较好的听感。重要音效无论属于哪个频率范围以及外放所属的音量区域,通常都要保证听感效果和呈现力。因此,在低音量区要优先保证声音信息可以有效传达,在高音量区要优先保证声音听感良好,避免造成低音量区内,关键声音信息无法有效传达给用户,高音量下由于不好的听感给用户带来的体验不舒适、打断感强等。
上述重要音效包括的频率范围并没有限制,但是通常具有较高的优先级。一般来说,重要音效大多包含有高频范围或中频范围的声音,这是因为中频范围或高频范围的声音在同等的音量下的呈现力更好,更容易被用户听到。作为示例,图7为一种重要音效声音素材的混音参数调整方式,其中,横坐标为以百分数表示的系统音量参数,纵坐标为声音素材的音量,纵坐标的0表示该声音素材未调节音量,纵坐标中的正数表示该声音素材的音量提升,纵坐标中的负数表示该声音素材的音量降低。图7中的曲线代表重要音效的声音素材,该重要音效包括中频或高频范围的声音。所以在提升低音量区的该重要音效的音量,保证在低音量区,用户也能听到该重要音效;另外,需要降低高音量区的该重要音效的音量,保证听感的舒适度。
步骤S610,根据混音参数对声音素材进行混音处理。
步骤S612,播放混音处理后的上述声音素材。
上述方式中,首先将声音素材按照应用情况分为高优先级、中优先级和低优先级,在不同的系统音量区对不同的声音素材采用不同的混音方案。具体来说,在低音量区,需要提高上述高优先级声音素材中中频范围或高频范围声音的音量,提高中优先级声音素材中至少一部分的中频范围或高频范围声音的音量;在高音量区,降低高优先级或中优先级的声音素材中中频范围或者高频范围声音的音量。该方式可以对不同的优先级分别进行混音调整,提高在高音量区的听感舒适程度,增加低音量区的声音素材的呈现力,保证高优先级的声音素材在所有的系统音量区都有较强的呈现力。
本发明实施例还提供另一种混音方法;该方法在上述实施例方法的基础上实现;该方法重点描述调整在低音量区,中优先级或低优先级的声音素材的消耗优化的具体实现方式。
微观调整的优化主要针对与低音量区至0%音量,例如30%-0%的音量范围。优化的主要处理手段是将丧失听感效果的声音素材,通过降低音量的方式转为虚声部播放。在虚声部中,声音有多重播放方式,每种方式对应的优化效果不同,例如循环音效与长音效可以采用继续播放的形式,短音效则可以采用停止播放的形式。性能的优化是依据听感效果而定的,如果某个声音在低音量区内的某个系统音量数值下,已经几乎无法被玩家听到,且该音效的类别处于低优先级或中优先级,则可以考虑转为虚声部。
该方法中,如果系统音量区为预设的低音量区,且声音素材中各类型声音的优先级为预设的低优先级,将声音素材进行虚声部处理;如果系统音量区为预设的低音量区,且声音素材中各类型声音的优先级为预设的中优先级,将声音素材中至少一部分的声音素材进行虚声部处理。在实际实现时,在低音量区听感不佳的情况下,可以将低优先级的声音素材完全转入虚声部;而对于中优先级的声音素材,则可以部分转入虚声部。
举例说明,如果当前系统音量参数低于预设的低音量区中的指定值,即处于低音量区的极低音量区,该指定值以百分数表示,可以为6%。系统音量参数低于6%则说明处于极低音量区。在极低音量区,声音素材的整体丰满度与表现力已经无法得到保证。在这样的情况下,需要根据具体声音素材的不同呈现力,以及其在游戏中的作用,进行虚声部处理。
虚声部是一种虚拟环境,在这个环境中,声音引擎会监视列表里的声音的特定参数,但不会执行声音处理。通过虚声部处理,可以对指定的声音素材限制播放通道的数量。举例来说,一些主要频段集中分布在低频范围的声音素材在极低音量区极难被用户听到,集中分布在低频范围的声音素材,虽然极难被用户听到,但是也会一直播放,这些声音素材中的低频范围的会占用相应的动态空间,并造成系统性能的浪费。对于这些声音素材,就可以进行虚声部处理,对系统性能进行优化。因为虚声部处理可以释放一定的动态空间,提升了其他的声音素材的呈现力,增加了听感的舒适度。
通常,低音量区的声音素材中低频范围的优先级低,对于主要频段集中分布在低频范围的声音素材,减少声音素材播放数量可以优化游戏的性能表现;同时,在减少了声音素材中低频范围的声音播放后,也可以帮助其他高优先级的声音素材在动态上有更好的呈现力。
作为示例,图8为一种虚声部处理方法,其中,横坐标为以百分数表示 的系统音量参数,纵坐标为声音素材的音量,纵坐标的0表示该声音素材未调节音量,纵坐标的负数表示该声音素材的音量降低。图8中的曲线代表被虚声部处理的声音素材。图8中横坐标小于6%的部分即为极低音量区,在极低音量区对该声音素材降低音量,以触发虚声部的功能。
虚声部包括多种播放设置,可以选择不播放,暂定或者继续播放。虚声部是一种节约内存消耗的方式,即使声音在虚声部内继续播放,所占用的消耗也会明显降低。而虚声部内的设置与选择,需要根据具体的声音素材的作用与功能性来决定是停止、暂停还是继续播放。举例来说,可以设置音量低于-40db的声音会进入到虚声部中,并且限制进入虚声部的声音素材的声音播放通道数至多为256个。
上述方式中,通过将低音量区的中优先级或低优先级的声音素材进行虚声部处理,可以优化游戏的性能表现,帮助其他高优先级的声音素材在动态上有更好的呈现力。
需要说明的是,上述各方法实施例均采用递进的方式描述,每个实施例重点说明的都是与其他实施例的不同之处,各个实施例之间相同相似的部分互相参见即可。
对应于上述方法实施例,本发明实施例提供了一种混音装置,应用于终端设备,如图9所示,该装置包括:
音量获取模块91,设置为获取终端设备当前的系统音量参数;
混音调整模块92,设置为按照系统音量参数和声音素材的频率范围,调整声音素材的混音参数;
混音处理模块93,设置为根据混音参数对声音素材进行混音处理;
素材播放模块94,设置为播放混音处理后的声音素材。
本发明实施例提供的一种混音装置,根据获取到的终端设备当前的系统音量参数和声音素材的频率范围,调整声音素材的混音参数,进而根据该混音参数进行对声音素材进行混音处理,并播放声音素材。该方式在调整混音参数时,考虑了系统音量参数和声音素材的频率范围;相对于相关技术中,在任何系统音量参数下均采用固定的混音方案,上述方式可以实现在不同的系统音量参数下对声音素材采用不同的混音参数,因而该方式可以缩小不同音量下声音的听感差异,用户在各种音量下均可以获得舒适的听感,提升了用户的听感体验。
在一些实施例中,混音参数包括声音素材中各频率范围声音的音量;混音调整模块,设置为:确定终端设备当前的系统音量参数对应的系统音量区;按照系统音量区和声音素材的频率范围,调整声音素材中各频率范围声音的音量。
在一些实施例中,混音调整模块,设置为:如果系统音量区为预设的低音量区,提升声音素材中预设的中频范围和/或者预设的高频范围的声音的音量;如果系统音量区为预设的高音量区,降低声音素材中中频范围和/或者高频范围的声音的音量。
在一些实施例中,混音调整模块,设置为:如果系统音量区为预设的中等音量区,提升声音素材中预设的低频范围的声音的音量。
在一些实施例中,混音参数还包括声音素材中各频率范围声音的动态范围;混音调整模块,设置为:如果系统音量区为预设的低音量区,缩小声音素材的动态范围;如果系统音量区为预设的高音量区,缩小声音素材中预设的低频范围的声音的动态范围。
在一些实施例中,上述装置还包括:优先级获取模块,设置为获取声音素材中各类型声音的优先级;音量调整模块,设置为根据系统音量区和声音素材中各类型声音的优先级,调整声音素材中各类型声音的音量。
在一些实施例中,音量调整模块,设置为:如果系统音量区为预设的低音量区,提升声音素材中预设的高优先级的声音的音量;如果系统音量区为预设的高音量区,降低声音素材中预设的高优先级的声音的音量。
在一些实施例中,上述装置还包括:虚声部处理模块,设置为如果系统音量区为预设的低音量区,将声音素材中预设的低优先级的声音进行虚声部处理。
本发明实施例提供的混音装置,与上述实施例提供的混音装方法具有相同的技术特征,所以也能解决相同的技术问题,达到相同的技术效果。
本发明实施例还提供了一种终端设备,用于运行上述混音方法;参见图10所示,该终端设备包括存储器100和处理器101,其中,存储器100用于存储一条或多条计算机指令,一条或多条计算机指令被处理器101执行,以实现上述混音方法。
进一步地,图10所示的终端设备还包括总线102和通信接口103,处理 器101、通信接口103和存储器100通过总线102连接。
其中,存储器100可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是ISA总线、PCI总线或EISA总线等。总线可以分为地址总线、数据总线、控制总线等。为便于表示,图10中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器101可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器101中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器101可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processor,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本发明实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本发明实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器100,处理器101读取存储器100中的信息,结合其硬件完成前述实施例的方法的步骤。
本发明实施例还提供了一种计算机可读存储介质,该计算机可读存储介质存储有计算机可执行指令,该计算机可执行指令在被处理器调用和执行时,计算机可执行指令促使处理器实现上述混音方法,具体实现可参见方法实施例,在此不再赘述。
本发明实施例所提供的混音方法、装置和终端设备的计算机程序产品,包括存储了程序代码的计算机可读存储介质,程序代码包括的指令可用于执行前面方法实施例中的方法,具体实现可参见方法实施例,在此不再赘述。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描 述的装置和/或终端设备的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
最后应说明的是:以上所述实施例,仅为本发明的具体实施方式,用以说明本发明的技术方案,而非对其限制,本发明的保护范围并不局限于此,尽管参照前述实施例对本发明进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本发明揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本发明实施例技术方案的精神和范围,都应涵盖在本发明的保护范围之内。因此,本发明的保护范围应所述以权利要求的保护范围为准。

Claims (11)

  1. 一种混音方法,应用于终端设备,所述方法包括:
    获取所述终端设备当前的系统音量参数;
    按照所述系统音量参数和声音素材的频率范围,调整所述声音素材的混音参数;
    根据所述混音参数对所述声音素材进行混音处理;
    播放混音处理后的所述声音素材。
  2. 根据权利要求1所述的方法,其中,所述混音参数包括所述声音素材中各频率范围声音的音量;
    所述按照所述系统音量参数和声音素材的频率范围,调整所述声音素材的混音参数的步骤,包括:
    确定所述终端设备当前的系统音量参数对应的系统音量区;
    按照所述系统音量区和声音素材的频率范围,调整所述声音素材中各频率范围声音的音量。
  3. 根据权利要求2所述的方法,其中,所述按照所述系统音量区和声音素材的频率范围,调整所述声音素材中各频率范围声音的音量的步骤,包括:
    如果所述系统音量区为预设的低音量区,提升所述声音素材中预设的中频范围和/或者预设的高频范围的声音的音量;
    如果所述系统音量区为预设的高音量区,降低所述声音素材中所述中频范围和/或者所述高频范围的声音的音量。
  4. 根据权利要求2所述的方法,其中,所述按照所述系统音量区和声音素材的频率范围,调整所述声音素材中各频率范围声音的音量,包括:
    如果所述系统音量区为预设的中等音量区,提升所述声音素材中预设的低频范围的声音的音量。
  5. 根据权利要求2所述的方法,其中,所述混音参数还包括所述声音素材中各频率范围声音的动态范围;
    所述按照所述系统音量区和声音素材的频率范围,调整所述声音素材中各频率范围声音的音量,包括:
    如果所述系统音量区为预设的低音量区,缩小所述声音素材的动态范围;
    如果所述系统音量区为预设的高音量区,缩小所述声音素材中预设的低 频范围的声音的动态范围。
  6. 根据权利要求2所述的方法,其中,所述方法还包括:
    获取所述声音素材中各类型声音的优先级;
    根据所述系统音量区和所述声音素材中各类型声音的优先级,调整所述声音素材中各类型声音的音量。
  7. 根据权利要求6所述的方法,其中,根据所述系统音量区和所述声音素材中各类型声音的优先级,调整所述声音素材中各类型声音的音量,包括:
    如果所述系统音量区为预设的低音量区,提升所述声音素材中预设的高优先级的声音的音量;
    如果所述系统音量区为预设的高音量区,降低所述声音素材中预设的高优先级的声音的音量。
  8. 根据权利要求6所述的方法,其中,所述方法还包括:
    如果所述系统音量区为预设的低音量区,将所述声音素材中预设的低优先级的声音进行虚声部处理。
  9. 一种混音装置,应用于终端设备,所述装置包括:
    音量获取模块,设置为获取所述终端设备当前的系统音量参数;
    混音调整模块,设置为按照所述系统音量参数和声音素材的频率范围,调整所述声音素材的混音参数;
    混音处理模块,设置为根据所述混音参数对所述声音素材进行混音处理;
    素材播放模块,设置为播放混音处理后的所述声音素材。
  10. 一种终端设备,包括处理器和存储器,所述存储器存储有能够被所述处理器执行的计算机可执行指令,所述处理器执行所述计算机可执行指令以实现权利要求1至8任一项所述的混音方法的步骤。
  11. 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可执行指令,所述计算机可执行指令在被处理器调用和执行时,所述计算机可执行指令促使处理器实现权利要求1至8任一项所述的混音方法的步骤。
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