WO2021196337A1 - Method for processing interactive voice data in multi-person vr scene - Google Patents

Method for processing interactive voice data in multi-person vr scene Download PDF

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Publication number
WO2021196337A1
WO2021196337A1 PCT/CN2020/088827 CN2020088827W WO2021196337A1 WO 2021196337 A1 WO2021196337 A1 WO 2021196337A1 CN 2020088827 W CN2020088827 W CN 2020088827W WO 2021196337 A1 WO2021196337 A1 WO 2021196337A1
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WO
WIPO (PCT)
Prior art keywords
voice
terminal
scene
online
voice data
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PCT/CN2020/088827
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French (fr)
Chinese (zh)
Inventor
邢维振
尹桑
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上海唯二网络科技有限公司
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Publication of WO2021196337A1 publication Critical patent/WO2021196337A1/en

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    • 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L17/00Speaker identification or verification techniques
    • G10L17/22Interactive procedures; Man-machine interfaces

Definitions

  • the invention belongs to the field of virtual reality technology, and specifically relates to a method for processing interactive voice data in a multi-person VR scene.
  • VR Virtual Reality
  • Virtual reality VR technology is a computer simulation system that can create and experience a virtual world. It uses a computer to generate a simulation environment. It is also a system simulation of multi-source information fusion, interactive three-dimensional dynamic vision and entity behavior. Immerse the user in the environment.
  • the VR technology is widely used in scenes such as film and television, virtual reality games, painting, etc.
  • the most convenient way to realize it is to use a smart phone with VR glasses and a headset to achieve virtual audio-visual effects.
  • This way of experience plays a cost advantage, improves personal immersion, and is not limited to a single-person VR experience, but can also be experienced in scenarios such as multi-person VR games or multi-person VR meetings.
  • the purpose of the present invention is to provide a multi-person VR scene.
  • the present invention provides a method for processing interactive voice data in a multi-person VR scene, which is suitable for execution on the server side, and includes:
  • the voice data is forwarded to the found voice receiving terminal.
  • the way of receiving voice players can be determined by the spatial position relationship between players in a multiplayer VR scene, so that only online terminals located around the voice sending terminal can receive the voice data sent by the voice sending terminal Therefore, while ensuring the authenticity of VR, other non-surrounding online terminals can effectively reduce the received voice data, avoiding the problem of indistinguishable voice content due to simultaneous mixing of multiple parties, greatly improving the multiplayer VR scene for players Experience.
  • it can greatly reduce the amount of voice data transmission, relieve network pressure, and reduce the probability of voice data loss during data transmission, thereby avoiding the occurrence of incoherent voice, delay and quality due to excessive data loss. The problem of deterioration.
  • an online terminal for an online terminal that is not a voice sending terminal, it is determined whether it is located around the voice sending terminal according to the following method: According to the current player position of the online terminal, it is determined whether the online terminal is in a If it is in a first sector area centered on the current player position of the voice sending terminal and the radius is the first distance, it is determined that the online terminal is a first-type voice receiving terminal located around the voice sending terminal , Wherein the sector angle of the first sector area is the corresponding current player perspective of the voice sending terminal in the multi-person VR scene.
  • the online terminal is in the first sector area, it indicates that the corresponding online player is located in front of the voice emitting player in the multiplayer VR scene. If the online terminal is used as the voice receiver of the voice data The terminal will greatly match the real scene and enhance the reality of VR.
  • the method further includes: judging whether the online terminal is in a voice-transmitting terminal according to the current player position of the online terminal In the second fan-shaped area with the current player position as the center and the second distance as the radius, if so, it is determined that the online terminal is a second-type voice receiving terminal located around the voice sending terminal, wherein The second distance is smaller than the first distance, and the fan angle of the second fan-shaped area is the corresponding current non-player perspective of the voice sending terminal in the multiplayer VR scene.
  • the online terminal is in the second sector area, it indicates that the corresponding online player is located behind the voice emitting player in the multiplayer VR scene. If the online terminal is used as the voice receiver of the voice data The terminal will also greatly match the real scene and further enhance the reality of VR.
  • an online terminal for an online terminal that is not a voice sending terminal, it is determined whether it is located around the voice sending terminal according to the following method: according to the current player position of the voice sending terminal, it is judged whether the voice sending terminal is It is located in a third sector area centered on the current player position of the online terminal and a radius of the third distance. If so, it is determined that the online terminal is a third-type voice receiver located around the voice sending terminal A terminal, wherein the fan-shaped angle of the third fan-shaped area is the corresponding current player perspective of the online terminal in the multiplayer VR scene.
  • the online terminal can select the target to be listened to or highlight the voice data of the target to be listened to according to the perspective of the receiver, thereby enhancing the freedom of listening of the online player.
  • the method further includes: judging whether the voice emitting terminal is in a position of the voice emitting terminal according to the current player position of the voice emitting terminal. If the current player position of the online terminal is the center and the fourth fan-shaped area with the fourth distance as the radius, it is determined that the online terminal is a fourth-type voice receiving terminal located around the voice sending terminal, where The fourth distance is smaller than the third distance, and the fan angle of the fourth fan-shaped area is the corresponding current non-player perspective of the online terminal in the multiplayer VR scene.
  • the voice data is attenuated.
  • the reality of virtual reality VR can be further improved.
  • the present invention provides a device for processing interactive voice data in a multi-person VR scene, including a voice data receiving unit, a receiving terminal searching unit, and a voice data forwarding unit that are sequentially connected in communication;
  • the voice data receiving unit is used to receive voice data from a voice sending terminal
  • the receiving terminal searching unit is configured to search for voice receiving terminals located around the voice sending terminal according to the corresponding current player positions of all online terminals in the multiplayer VR scene, where all online terminals include the voice sending terminal;
  • the voice data forwarding unit is used to forward the voice data to the found voice receiving terminal.
  • the present invention provides a computer device, including a memory, a processor, and a transceiver that are sequentially connected in communication, wherein the memory is used to store a computer program, the transceiver is used to send and receive data, and the processor is used to The computer program is read, and the method described in the first aspect or any one of the possible designs in the first aspect is executed.
  • the present invention provides a computer-readable storage medium having instructions stored on the computer-readable storage medium.
  • the instructions When the instructions are run on a computer, any one of the first aspect or the first aspect is executed. A possible design of the method.
  • the present invention provides a computer program product containing instructions, which when the instructions run on a computer, cause the computer to execute the method described in the first aspect or any one of the possible designs in the first aspect. .
  • the present invention provides a method for processing interactive voice data in a multi-person VR scene, which is suitable for execution on the terminal side, and includes:
  • the local online terminal determines whether the local online terminal is a voice receiving terminal located around the voice sending terminal, and if so, output and display the voice data, Otherwise, stop displaying the voice data.
  • the way of receiving voices from players can be determined by the spatial position relationship between players in a multiplayer VR scene, so that only online terminals located around the voice sending terminal can display the voice data sent by the voice sending terminal Therefore, while ensuring the reality of VR, local online terminals can effectively reduce the display of voice data, avoid the problem of indistinguishable voice content due to simultaneous mixing of multiple parties, and greatly enhance the player's multiplayer VR scene experience.
  • the local online terminal is located around the voice sending terminal according to the following method: According to the current player position of the local online terminal, it is determined whether the local online terminal is located in a voice sending terminal. In the first fan-shaped area with the current player position as the center and the first distance as the radius, if it is, it is determined that the local online terminal is the first type of voice receiving terminal located around the voice sending terminal, wherein the first The fan-shaped angle of a fan-shaped area is the corresponding current player perspective of the voice sending terminal in the multi-person VR scene.
  • the local online terminal is in the first sector area, it indicates that the local online player is in front of the voice-producing player in the multiplayer VR scene. If the local online terminal is used as the voice of the voice data
  • the receiving terminal will greatly match the real scene and enhance the reality of VR.
  • the method further includes: judging whether the local online terminal is located in the first sector according to the current player position of the local online terminal. If the current player position of the voice sending terminal is in a second fan-shaped area centered and the second distance is the radius, it is determined that the local online terminal is a second-type voice receiving terminal located around the voice sending terminal, where The second distance is smaller than the first distance, and the fan angle of the second fan-shaped area is the corresponding current non-player perspective of the voice sending terminal in the multiplayer VR scene.
  • the local online terminal is in the second sector area, it indicates that the local online player is behind the voice-producing player in the multiplayer VR scene. If the local online terminal is used as the voice of the voice data
  • the receiving terminal will also greatly match the real scene and further enhance the reality of VR.
  • the local online terminal it is determined whether the local online terminal is located around the voice sending terminal according to the following method: According to the current player position of the voice emitting terminal, it is determined whether the voice emitting terminal is located at a location where the local online terminal is located. If it is in a third fan-shaped area with the current player position as the center and the third distance as the radius, it is determined that the local online terminal is a third-type voice receiving terminal located around the voice sending terminal, wherein the first The fan angle of the three-sector area is the corresponding current player perspective of the local online terminal in the multiplayer VR scene.
  • the local online terminal can select the target to be listened to or highlight the voice data of the target of interest according to the perspective of the receiver, thereby enhancing the listening freedom of the local online player.
  • the method further includes: judging whether the voice emitting terminal is in a position of the voice emitting terminal according to the current player position of the voice emitting terminal. If the current player position of the local online terminal is in the fourth fan-shaped area centered on the fourth distance and the radius is the fourth distance, it is determined that the local online terminal is a fourth-type voice receiving terminal located around the voice sending terminal, where The fourth distance is smaller than the third distance, and the fan angle of the fourth fan-shaped area is the corresponding current non-player perspective of the local online terminal in the multiplayer VR scene.
  • the present invention provides a device for processing interactive voice data in a multi-person VR scene, including a receiving unit and a display unit connected in communication;
  • the receiving unit is configured to receive voice data forwarded by the server and from the voice sending terminal;
  • the display unit is configured to determine whether the local online terminal is a voice receiving terminal located around the voice sending terminal according to the corresponding current player positions of the local online terminal and the voice sending terminal in the multiplayer VR scene, and if so, Output and display the voice data, otherwise stop displaying the voice data.
  • the present invention provides a terminal device, including a memory, a processor, and a transceiver that are sequentially connected in communication, wherein the memory is used to store a computer program, the transceiver is used to send and receive data, and the processor is used to The computer program is read, and the method described in any one of the above sixth aspect or the sixth aspect may be designed.
  • the present invention provides a computer-readable storage medium having instructions stored on the computer-readable storage medium.
  • the instructions are run on a computer, any one of the sixth aspect or the sixth aspect is executed. A possible design of the method.
  • the present invention provides a computer program product containing instructions, which when the instructions run on a computer, cause the computer to execute the method described in the sixth aspect or any one of the possible designs in the sixth aspect. .
  • Fig. 1 is a schematic flowchart of the first method for processing interactive voice data in a multi-person VR scene provided by the present invention.
  • Fig. 2 is an example diagram of a voice-producing player and other online players in a multiplayer VR scene provided by the present invention.
  • Fig. 3 is a schematic structural diagram of the first device for processing interactive voice data in a multi-person VR scene provided by the present invention.
  • Fig. 4 is a schematic diagram of the structure of the computer equipment provided by the present invention.
  • Fig. 5 is a schematic flowchart of a second method for processing interactive voice data in a multi-person VR scene provided by the present invention.
  • Fig. 6 is a schematic structural diagram of a second device for processing interactive voice data in a multi-person VR scene provided by the present invention.
  • Fig. 7 is a schematic structural diagram of a terminal device provided by the present invention.
  • first, second, etc. may be used herein to describe various units, these units should not be limited by these terms. These terms are only used to distinguish one unit from another.
  • the first unit may be referred to as the second unit, and the second unit may be referred to as the first unit similarly, without departing from the scope of the exemplary embodiment of the present invention.
  • the method for processing interactive voice data in a multi-person VR scene is suitable for execution on the server side, and may but is not limited to include the following steps S101 to S103.
  • the voice sending terminal is an electronic device held by the voice-producing player and used to participate in the multi-person VR scene experience, which may include, but is not limited to, a smart phone or a VR experience machine.
  • the voice data is obtained by the voice sending terminal collecting the real-time voice of the player from the voice (for example, collected by a configured microphone), and then transmitted to the server for maintaining the multi-person VR scene experience through the Internet.
  • the online terminal is an electronic device held by different players and used to participate in a multi-person VR scene experience. Like the voice sending terminal, it can include, but is not limited to, a smart phone or a VR experience. Machine waiting. Since the server is an existing VR server used to maintain the multiplayer VR scene experience, it has the corresponding current player position of each online terminal in the multiplayer VR scene, and then can determine the voice of the player and other online players based on these current player positions The relative distance of the player in the multiplayer VR scene. At the same time, considering that in the real scene, other players located around the voice-producing player can hear the voice made by the voice-producing player. Therefore, the relative distance can be used to determine which online players are online.
  • the terminal can receive the voice data, that is, find the voice receiving terminal located around the voice sending terminal, and the voice receiving terminal found can receive the voice data.
  • the forwarding method is still transmission through the Internet.
  • at least one voice receiving terminal located around the voice sending terminal is not found, it indicates that in the multiplayer VR scene, there are no other online players around the voice emitting player.
  • the online terminals of these online players There is no need to acquire and display the voice data, so the forwarding of the voice data will be terminated.
  • the way of voice receiving players can be determined through the spatial position relationship between players in a multiplayer VR scene, so that only online terminals located around the voice sending terminal can Receive the voice data sent by the voice sending terminal, thereby ensuring the authenticity of VR while enabling other non-surrounding online terminals to effectively reduce the received voice data, avoiding the inability to distinguish the voice content due to simultaneous mixing of multiple parties
  • the problem has greatly improved the player’s multiplayer VR scene experience.
  • it can greatly reduce the amount of voice data transmission, relieve network pressure, and reduce the probability of voice data loss during data transmission, thereby avoiding the occurrence of incoherent voice, delay and quality due to excessive data loss.
  • this embodiment specifically proposes a technical solution of how to find the voice receiving terminal located around the voice sending terminal.
  • the terminal judges whether it is located around the voice sending terminal according to the following method: According to the current player position of the online terminal, it is judged whether the online terminal is located at a center with the current player position of the voice sending terminal as the center and first If the distance is within the first sector area of the radius, it is determined that the online terminal is a first-type voice receiving terminal located around the voice sending terminal, wherein the sector angle of the first sector area is the voice Send the terminal's corresponding current player perspective in the multiplayer VR scene.
  • the corresponding current player perspective of the voice sending terminal is the current perspective of the voice emitting player in the multiplayer VR scene, such as the perspective ⁇ in FIG.
  • the online terminal When experiencing a multiplayer VR scene, it is sent to the server in real time. Therefore, if the online terminal is in the first sector area, it indicates that the corresponding online player is in front of the voice emitting player in the multiplayer VR scene. If the online terminal is used as the voice receiving terminal for the voice data, It will greatly match the real scene and enhance the reality of VR.
  • the online terminal if it is not located in the first sector area, then It includes: judging whether the online terminal is in a second fan-shaped area with the current player position of the voice sending terminal as the center and a second distance as the radius according to the current player position of the online terminal, if it is, then It is determined that the online terminal is a second-type voice receiving terminal located around the voice sending terminal, wherein the second distance is smaller than the first distance, and the sector angle of the second sector area is the voice sending terminal Corresponding to the current non-player perspective in a multiplayer VR scene.
  • the corresponding current non-player perspective of the voice sending terminal is the perspective opposite to the current perspective of the voice-producing player in the multiplayer VR scene, as shown in the perspective ⁇ in Figure 2.
  • the parameters of this perspective can be based on the voice sending terminal’s It corresponds to the current player's perspective. Since the main direction of propagation after a person emits a sound is straight forward, the propagation distance toward the rear will be significantly lower than that of the front. Therefore, the second distance needs to be set to be smaller than the first distance, so as to ensure the authenticity of the virtual reality VR. Therefore, if the online terminal is in the second sector area, it indicates that the corresponding online player is behind the voice emitting player in the multiplayer VR scene. If the online terminal is used as the voice receiving terminal for the voice data, It will also greatly match the real scene and further enhance the reality of VR.
  • the sound propagation path behind the player will include diffraction, reflection, or diffusion, which will cause obvious signal fading and noise enhancement. Therefore, in order to further enhance the reality of virtual reality VR , Further including: for the found second-type voice receiving terminal, before forwarding the voice data, performing attenuation processing on the voice data.
  • the specific method of the attenuation processing is an existing method, which may include, but is not limited to, methods such as volume reduction and/or noise insertion.
  • the online players in the first sector area have online player B, and the online terminal corresponding to online player B is the first type of voice receiving terminal, which can receive and display the complete voice data;
  • the online players in the second sector area include online player C, and the online terminal corresponding to online player C is the second type of voice receiving terminal, which can receive and display the attenuated voice data.
  • the other players D, E, F, and G they are not in the first sector area or the second sector area due to the distance in the multiplayer VR scene.
  • the online terminals corresponding to them are different.
  • the voice data will not be received in any form, which not only reduces the transmission volume of voice data, relieves network pressure, but also reduces the problem of indistinguishable voice content caused by simultaneous multi-party mixing in these online terminals.
  • this embodiment also specifically proposes another technical solution that is different from the second embodiment and how to find the voice receiving terminal located around the voice sending terminal, that is, in the step S102, For a certain online terminal that is not a voice sending terminal, determine whether it is located around the voice sending terminal according to the following method: Determine whether the voice emitting terminal is located in the vicinity of the online terminal according to the current player position of the voice emitting terminal If it is in a third fan-shaped area with the current player position as the center and the third distance as the radius, it is determined that the online terminal is a third-type voice receiving terminal located around the voice sending terminal, wherein the first The fan angle of the three-sector area is the corresponding current player perspective of the online terminal in the multiplayer VR scene.
  • the corresponding current player perspective of the online terminal is the current perspective of the online player in the multiplayer VR scene, and the parameters of this perspective will also be transmitted to the online terminal in real time when experiencing the multiplayer VR scene. server.
  • the above proposes a technical solution for determining whether it is located around the voice sending terminal based on the corresponding current player's perspective of the online terminal. Although it may cause the reality of VR to be inferior to the second embodiment because it does not completely match the sound propagation principle, The online terminal can select the target to be listened to or highlight the voice data of the target according to the perspective of the receiver, thereby enhancing the freedom of listening of the online player.
  • the method further includes: judging whether the voice emitting terminal is in a position of the voice emitting terminal according to the current player position of the voice emitting terminal. If the current player position of the online terminal is in the fourth fan-shaped area centered on the fourth distance and the radius is the fourth distance, it is determined that the online terminal is a fourth-type voice receiving terminal located around the voice sending terminal, where The fourth distance is smaller than the third distance, and the fan angle of the fourth fan-shaped area is the corresponding current non-player perspective of the online terminal in the multiplayer VR scene.
  • the corresponding current non-player perspective of the online terminal is the perspective opposite to the current perspective of the online player in the multiplayer VR scene, and the parameters of the perspective may also be obtained based on the corresponding current player perspective of the online terminal.
  • the voice data may also be attenuated before forwarding the voice data.
  • this embodiment provides a hardware device that implements the method for processing interactive voice data in a multi-person VR scene described in any one of Embodiments 1 to 3, including voices connected in sequence.
  • this embodiment provides a computer device that executes the method for processing interactive voice data in a multi-person VR scene described in any one of the first to the third embodiment, and includes a memory connected in sequence. , A processor, and a transceiver, wherein the memory is used to store a computer program, the transceiver is used to send and receive data, and the processor is used to read the computer program, and execute as described in any one of the first to the third embodiment. Describes the method of processing interactive voice data in a multi-person VR scene.
  • the memory may include, but is not limited to, random access memory (RAM), read only memory (ROM), flash memory (Flash Memory), first-in first-out memory (FIFO), and/or first-in-last-out memory (FILO) Etc.
  • the transceiver may include, but is not limited to, a WiFi (wireless fidelity) wireless transceiver, a Bluetooth wireless transceiver, a GPRS (General Packet Radio Service, general packet radio service technology) wireless transceiver and/or ZigBee (Zigbee) Protocol, a low-power local area network protocol based on the IEEE802.15.4 standard) wireless transceiver, etc.
  • the processor may not be limited to adopting a microprocessor of the STM32F105 series.
  • the computer device may also include, but is not limited to, a power supply module, a display screen, and other necessary components.
  • This embodiment provides a computer-readable storage medium that stores instructions containing the method for processing interactive voice data in a multi-person VR scene described in any one of Embodiments 1 to 3, that is, the computer-readable storage medium Instructions are stored on the storage medium, and when the instructions are run on a computer, the method for processing interactive voice data in a multi-person VR scene as described in any one of Embodiment 1 to Embodiment 3 is executed.
  • the computer-readable storage medium refers to a carrier for storing data, which can include, but is not limited to, a floppy disk, an optical disk, a hard disk, a flash memory, a USB flash drive, and/or a memory stick (Memory Stick), etc.
  • the computer may be a general-purpose computer, a dedicated Computers, computer networks, or other programmable devices.
  • This embodiment provides a computer program product containing instructions.
  • the computer executes the interactive operation in a multi-person VR scene as described in any one of the first to third embodiments.
  • the method of processing voice data may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices.
  • the method for processing interactive voice data in a multi-person VR scene is suitable for execution on the terminal side, and may include but is not limited to the following steps S201 to S202.
  • S201 Receive voice data forwarded by the server and from the voice sending terminal.
  • the voice sending terminal is an electronic device held by the voice-producing player and used to participate in the multi-person VR scene experience, which may include, but is not limited to, a smart phone or a VR experience machine.
  • the voice data is obtained by the voice sending terminal collecting the real-time voice of the player (for example, collected by the configured microphone), and then transmitted to the server used to maintain the multi-person VR scene experience through the Internet.
  • the server is transmitted to the local online terminal through the Internet.
  • the local online terminal is an electronic device owned by a local player and used to participate in a multi-person VR scene experience. Like the voice sending terminal, it can include, but is not limited to, a smart phone or a VR experience machine.
  • the server since the server is an existing VR server used to maintain the multiplayer VR scene experience, it has the corresponding current player position of each online terminal in the multiplayer VR scene, so the local online terminal can easily download from The server side obtains the corresponding current player position of the local online terminal in the multiplayer VR scene and the corresponding current player position of the voice sending terminal in the multiplayer VR scene. Therefore, the local online terminal can determine the relative distance between the voice-producing player and the local online player in the multiplayer VR scene based on the aforementioned two current player positions, while considering that in the real scene, only other players located around the voice-producing player can hear it.
  • the voice emits the voice of the player, so it can finally be determined according to the relative distance whether the local online terminal of the local online player can perform real-time display after receiving the voice data, that is, it is judged whether the local online terminal is located around the voice sending terminal If yes, output and display the voice data; otherwise, stop displaying the voice data.
  • the specific display method can be, but is not limited to, making a sound through a voice horn.
  • the way of receiving voice players can be determined through the spatial position relationship between players in a multiplayer VR scene, so that only online terminals located around the voice sending terminal can Display the voice data sent by the voice sending terminal, so that while ensuring the authenticity of VR, the local online terminal can effectively reduce the display of voice data, and avoid the problem of indistinguishable voice content caused by simultaneous mixing of multiple parties , Greatly enhance the player's multiplayer VR scene experience.
  • this embodiment specifically proposes a technical solution of how to determine whether the local online terminal is a voice receiving terminal located around the voice sending terminal, that is, in the step S202, it is determined as follows Whether the local online terminal is located around the voice transmitting terminal: According to the current player position of the local online terminal, it is determined whether the local online terminal is located at a center with the current player position of the voice transmitting terminal and a first distance as the center If it is in the first sector area of the radius, it is determined that the local online terminal is a first-type voice receiving terminal located around the voice sending terminal, wherein the sector angle of the first sector area is the voice sending terminal The terminal corresponds to the current player's perspective in the multiplayer VR scene.
  • the corresponding current player perspective of the voice sending terminal is the current perspective of the voice emitting player in the multiplayer VR scene, and the parameters of this perspective will be experienced by the voice sending terminal.
  • the human VR scene is transmitted to the server in real time, and then transmitted by the server to the local online terminal through the Internet. Therefore, if the local online terminal is in the first sector area, it indicates that the local online player is in front of the voice emitting player in the multiplayer VR scene. If the local online terminal is used as the voice receiving terminal for the voice data , It will greatly match the real scene and enhance the reality of VR.
  • the local online terminal if the local online terminal is not located in the first sector area, It also includes: judging whether the local online terminal is in a second fan-shaped area centered on the current player position of the voice sending terminal and a radius of a second distance according to the current player position of the local online terminal, if If it is, it is determined that the local online terminal is a second-type voice receiving terminal located around the voice sending terminal, wherein the second distance is less than the first distance, and the fan angle of the second sector area is The voice sending terminal corresponds to the current non-player perspective in the multiplayer VR scene.
  • the corresponding current non-player perspective of the voice sending terminal is a perspective opposite to the current perspective of the voice-producing player in the multiplayer VR scene, and the parameters of the perspective may be obtained based on the corresponding current player perspective of the voice sending terminal. Since the main direction of propagation after a person emits a sound is straight forward, the propagation distance toward the rear will be significantly lower than that of the front. Therefore, the second distance needs to be set to be smaller than the first distance, so as to ensure the authenticity of the virtual reality VR. Therefore, if the local online terminal is in the second sector area, it indicates that the local online player is behind the voice emitting player in the multiplayer VR scene. If the local online terminal is used as the voice receiving terminal for the voice data , It will also greatly match the real scene and further enhance the reality of VR.
  • the sound propagation path behind the player will include diffraction, reflection, or diffusion, which will cause obvious signal fading and noise enhancement. Therefore, in order to further enhance the reality of virtual reality VR , Further comprising: performing attenuation processing on the voice data before displaying the voice data.
  • the specific method of the attenuation processing is an existing method, which may include, but is not limited to, methods such as volume reduction and/or noise insertion.
  • this embodiment also specifically proposes another technical solution that is different from the ninth embodiment and how to judge whether the local online terminal is a voice receiving terminal located around the voice sending terminal, that is, in the In step S202, it is determined whether the local online terminal is located around the voice sending terminal according to the following method: according to the current player position of the voice emitting terminal, it is determined whether the voice emitting terminal is a current player using the local online terminal If it is in a third sector area with a position as the center and a third distance as a radius, it is determined that the local online terminal is a third-type voice receiving terminal located around the voice sending terminal, wherein the third sector The fan-shaped angle of the area is the corresponding current player perspective of the local online terminal in the multiplayer VR scene.
  • the corresponding current player perspective of the local online terminal is the current perspective of the online player in the multiplayer VR scene, and the parameters of the perspective are generated locally.
  • the above proposes a technical solution for determining whether it is located around the voice sending terminal based on the corresponding current player perspective of the local online terminal, although it may cause the reality of VR to be inferior to the ninth embodiment because it does not completely match the sound propagation principle.
  • the local online terminal can select the target to be listened to or highlight the voice data of the target according to the perspective of the receiver, which improves the listening freedom of the local online player.
  • the method further includes: judging whether the voice emitting terminal is in a position of the voice emitting terminal according to the current player position of the voice emitting terminal. If the current player position of the local online terminal is in the fourth fan-shaped area centered on the fourth distance and the radius is the fourth distance, it is determined that the local online terminal is a fourth-type voice receiving terminal located around the voice sending terminal, where The fourth distance is smaller than the third distance, and the fan angle of the fourth fan-shaped area is the corresponding current non-player perspective of the local online terminal in the multiplayer VR scene.
  • the corresponding current non-player perspective of the local online terminal is the perspective opposite to the current perspective of the local online player in the multiplayer VR scene, and the parameters of the perspective may also be obtained based on the corresponding current player perspective of the local online terminal.
  • the voice data may be attenuated.
  • this embodiment provides a hardware device that implements the method for processing interactive voice data in a multi-person VR scene described in any one of the eighth to the tenth embodiment, including the receiving of a communication connection Unit and display unit; the receiving unit is used to receive the voice data forwarded by the server and from the voice sending terminal; the display unit is used to respond to the local online terminal and the voice sending terminal in a multi-person VR scene Corresponding to the current player position, determine whether the local online terminal is a voice receiving terminal located around the voice sending terminal, and if so, output and display the voice data; otherwise, stop displaying the voice data.
  • this embodiment provides a terminal device that executes the method for processing interactive voice data in a multi-person VR scene described in any one of the eighth to the tenth embodiment.
  • a memory, a processor, and a transceiver wherein the memory is used to store a computer program, the transceiver is used to send and receive data, and the processor is used to read the computer program and execute any of the eight to tenth embodiments.
  • the memory may include, but is not limited to, random access memory (RAM), read only memory (ROM), flash memory (Flash Memory), first-in first-out memory (FIFO), and/or first-in-last-out memory (FILO) Etc.
  • the transceiver may include, but is not limited to, a WiFi (Wireless Fidelity) wireless transceiver, a Bluetooth wireless transceiver, a GPRS (General Packet Radio Service, general packet radio service technology) wireless transceiver and/or ZigBee (Zigbee) Protocol, a low-power local area network protocol based on the IEEE802.15.4 standard) wireless transceiver, etc.
  • the processor may not be limited to adopting a microprocessor of the STM32F105 series.
  • the terminal device may also include, but is not limited to, a power supply module, a display screen, and other necessary components.
  • This embodiment provides a computer-readable storage medium that stores instructions containing the method for processing interactive voice data in a multi-person VR scene described in any one of the eighth to tenth embodiments, that is, the computer can Instructions are stored on the read storage medium, and when the instructions are run on a computer, the method for processing interactive voice data in a multi-person VR scene as described in any one of Embodiment 8 to Embodiment 10 is executed.
  • the computer-readable storage medium refers to a carrier for storing data, which can include, but is not limited to, a floppy disk, an optical disk, a hard disk, a flash memory, a USB flash drive, and/or a memory stick (Memory Stick), etc.
  • the computer may be a general-purpose computer, a dedicated Computers, computer networks, or other programmable devices.
  • This embodiment provides a computer program product containing instructions.
  • the computer executes the interaction in a multi-person VR scene as described in any one of the eighth to tenth embodiments.
  • the method of processing voice data may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices.
  • the multiple embodiments described above are merely illustrative. If it relates to a unit described as a separate component, it may or may not be physically separate; if it relates to a component displayed as a unit, it may or may not be physically separate. It may not be a physical unit, that is, it may be located in one place, or it may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments. Those of ordinary skill in the art can understand and implement it without creative work.

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Abstract

The present invention relates to the technical field of virtual reality (VR). Disclosed is a method for processing interactive voice data in a multi-person VR scene, comprising: receiving voice data from voice sending terminals; according to positions of current players corresponding to all on-line terminals in the multi-person VR scene, searching for voice receiving terminals located around the voice sending terminals, all the on-line terminals including the voice sending terminals; and forwarding the voice data to the found voice receiving terminals. In this way, by means of the method for determining voice receiving players according to a spatial position relationship between players in the multi-person VR scene, only the on-line terminals located around the voice sending terminals can receive the voice data sent by the voice sending terminals, thus, while ensuring the degree of realism of VR, the voice data received by other on-line terminals not around the voice sending terminals is effectively reduced, avoiding the problem of voice content not being able to be distinguished due to the voice from multiple parties being received simultaneously and mixed, and greatly improving the experience of the players in the multi-person VR scene.

Description

一种在多人VR场景中对交互式语音数据进行处理的方法A method for processing interactive voice data in a multi-person VR scene 技术领域Technical field
本发明属于虚拟现实技术领域,具体地涉及一种在多人VR场景中对交互式语音数据进行处理的方法。The invention belongs to the field of virtual reality technology, and specifically relates to a method for processing interactive voice data in a multi-person VR scene.
背景技术Background technique
随着通信技术以及计算机技术的快速发展,VR(Virtual Reality,虚拟现实)技术逐渐火爆。虚拟现实VR技术是一种可以创建和体验虚拟世界的计算机仿真系统,利用计算机生成一种模拟环境,也是一种多源信息融合的、交互式的三维动态视景和实体行为的系统仿真,能够使用户沉浸到该环境中。目前,该VR技术被广泛应用于影视、虚拟现实游戏、绘画等场景下,最为便捷的实现方式是通过智能手机配合VR眼镜,再配上头戴式耳机,实现虚拟视听效果。这种体验方式发挥了成本优势,提高了个人的完全沉浸,并且不仅限于单人的VR体验,还可在多人VR游戏或多人VR会议等场景下得到相应体验。With the rapid development of communication technology and computer technology, VR (Virtual Reality) technology has gradually become popular. Virtual reality VR technology is a computer simulation system that can create and experience a virtual world. It uses a computer to generate a simulation environment. It is also a system simulation of multi-source information fusion, interactive three-dimensional dynamic vision and entity behavior. Immerse the user in the environment. At present, the VR technology is widely used in scenes such as film and television, virtual reality games, painting, etc. The most convenient way to realize it is to use a smart phone with VR glasses and a headset to achieve virtual audio-visual effects. This way of experience plays a cost advantage, improves personal immersion, and is not limited to a single-person VR experience, but can also be experienced in scenarios such as multi-person VR games or multi-person VR meetings.
在现有的多人VR场景中,由于设备的限制,玩家之间的沟通交流方法不能像在计算机上那样方便地通过键盘输入文字来进行,因此进行实时语音是在多人VR场景中沟通的主流手段。但是在多人VR场景中进行实时语音时,又会存在因同时接收到多人语音并混音展示而导致语音不清晰和难以辨认的问题。In the existing multiplayer VR scene, due to the limitation of the equipment, the communication method between players cannot be carried out by inputting text through the keyboard as conveniently as on the computer. Therefore, real-time voice communication is communicated in the multiplayer VR scene. Mainstream means. However, when real-time voice is performed in a multi-person VR scene, there will be problems that the voice is unclear and illegible due to the simultaneous reception of multiple voices and mixed audio display.
发明内容Summary of the invention
为了解决现有在多人VR场景中进行实时语音时,会存在因同时接收到多人语音并混音展示而导致语音不清晰和难以辨认的问题,本发明目的在于提供一种在多人VR场景中对交互式语音数据进行处理的方法、装置、计算机设备、终端设备及计算机存储介质。In order to solve the problem of unclear and illegible speech caused by simultaneous reception and mixing of multiple people’s voices when performing real-time voice in a multi-person VR scene, the purpose of the present invention is to provide a multi-person VR scene. The method, device, computer equipment, terminal equipment and computer storage medium for processing interactive voice data in the scene.
第一方面,本发明提供了一种在多人VR场景中对交互式语音数据进行处理的方法,适用于在服务器侧执行,包括:In the first aspect, the present invention provides a method for processing interactive voice data in a multi-person VR scene, which is suitable for execution on the server side, and includes:
接收来自语音发送终端的语音数据;Receive voice data from the voice sending terminal;
根据所有在线终端在多人VR场景中的对应当前玩家位置,寻找位于所述语音发送终端周围的语音接收终端,其中,所有在线终端包括所述语音发送终端;Searching for voice receiving terminals located around the voice sending terminal according to the corresponding current player positions of all online terminals in the multiplayer VR scene, where all online terminals include the voice sending terminal;
向寻找到的语音接收终端转发所述语音数据。The voice data is forwarded to the found voice receiving terminal.
基于上述发明内容,可在多人VR场景中通过玩家之间的空间位置关系来确定语音接收玩家的方式,使仅位于语音发送终端周围的在线终端才能接收由该语音发送终端所发出的语音数据,由此在确保VR真实度的同时,使其它非周围的在线终端有效减少接收到的语音数据,避免出现因多方同时混音而导致语音内容无法分辨的问题,大大提升玩家的多人VR场 景体验。此外,还可以大大减少语音数据的传送量,缓解网络压力,以及可减少在数据传输时出现语音数据丢失的概率,进而避免出现因数据丢失过多而导致听到的语音不连贯、延迟和质量变差的问题。Based on the above-mentioned inventive content, the way of receiving voice players can be determined by the spatial position relationship between players in a multiplayer VR scene, so that only online terminals located around the voice sending terminal can receive the voice data sent by the voice sending terminal Therefore, while ensuring the authenticity of VR, other non-surrounding online terminals can effectively reduce the received voice data, avoiding the problem of indistinguishable voice content due to simultaneous mixing of multiple parties, greatly improving the multiplayer VR scene for players Experience. In addition, it can greatly reduce the amount of voice data transmission, relieve network pressure, and reduce the probability of voice data loss during data transmission, thereby avoiding the occurrence of incoherent voice, delay and quality due to excessive data loss. The problem of deterioration.
在一个可能的设计中,针对某个非语音发送终端的在线终端,按照如下方式判断是否位于所述语音发送终端的周围:根据所述在线终端的当前玩家位置,判断所述在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第一距离为半径的第一扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第一类语音接收终端,其中,所述第一扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前玩家视角。通过前述设计,如果所述在线终端处于所述第一扇形区域内,表明对应的在线玩家在多人VR场景中位于语音发出玩家的前方,如果将所述在线终端作为所述语音数据的语音接收终端,将会极大的匹配真实场景,提升VR真实度。In a possible design, for an online terminal that is not a voice sending terminal, it is determined whether it is located around the voice sending terminal according to the following method: According to the current player position of the online terminal, it is determined whether the online terminal is in a If it is in a first sector area centered on the current player position of the voice sending terminal and the radius is the first distance, it is determined that the online terminal is a first-type voice receiving terminal located around the voice sending terminal , Wherein the sector angle of the first sector area is the corresponding current player perspective of the voice sending terminal in the multi-person VR scene. Through the foregoing design, if the online terminal is in the first sector area, it indicates that the corresponding online player is located in front of the voice emitting player in the multiplayer VR scene. If the online terminal is used as the voice receiver of the voice data The terminal will greatly match the real scene and enhance the reality of VR.
在一个可能的设计中,若所述在线终端未位于所述第一扇形区域内,则还包括:根据所述在线终端的当前玩家位置,判断所述在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第二距离为半径的第二扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第二类语音接收终端,其中,所述第二距离小于所述第一距离,所述第二扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前非玩家视角。通过前述设计,如果所述在线终端处于所述第二扇形区域内,表明对应的在线玩家在多人VR场景中位于语音发出玩家的后方,如果将所述在线终端作为所述语音数据的语音接收终端,也将会极大的匹配真实场景,进一步提升VR真实度。In a possible design, if the online terminal is not located in the first sector area, the method further includes: judging whether the online terminal is in a voice-transmitting terminal according to the current player position of the online terminal In the second fan-shaped area with the current player position as the center and the second distance as the radius, if so, it is determined that the online terminal is a second-type voice receiving terminal located around the voice sending terminal, wherein The second distance is smaller than the first distance, and the fan angle of the second fan-shaped area is the corresponding current non-player perspective of the voice sending terminal in the multiplayer VR scene. Through the foregoing design, if the online terminal is in the second sector area, it indicates that the corresponding online player is located behind the voice emitting player in the multiplayer VR scene. If the online terminal is used as the voice receiver of the voice data The terminal will also greatly match the real scene and further enhance the reality of VR.
在一个可能的设计中,针对某个非语音发送终端的在线终端,按照如下方式判断是否位于所述语音发送终端的周围:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述在线终端的当前玩家位置为中心且以第三距离为半径的第三扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第三类语音接收终端,其中,所述第三扇形区域的扇形角为所述在线终端在多人VR场景中的对应当前玩家视角。通过前述设计,可以使得在线终端能够根据接收方视角来选择想要倾听的目标或突出其关注目标的语音数据,提升在线玩家的倾听自由度。In a possible design, for an online terminal that is not a voice sending terminal, it is determined whether it is located around the voice sending terminal according to the following method: according to the current player position of the voice sending terminal, it is judged whether the voice sending terminal is It is located in a third sector area centered on the current player position of the online terminal and a radius of the third distance. If so, it is determined that the online terminal is a third-type voice receiver located around the voice sending terminal A terminal, wherein the fan-shaped angle of the third fan-shaped area is the corresponding current player perspective of the online terminal in the multiplayer VR scene. Through the aforementioned design, the online terminal can select the target to be listened to or highlight the voice data of the target to be listened to according to the perspective of the receiver, thereby enhancing the freedom of listening of the online player.
在一个可能的设计中,若所述语音发出终端未位于所述第三扇形区域内,则还包括:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述在线终端的当前玩家位置为中心且以第四距离为半径的第四扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第四类语音接收终端,其中,所述第四距离小于所述第三距离,所述第四扇形区域的扇形角为所述在线终端在多人VR场景中的对应当前非玩家视角。In a possible design, if the voice emitting terminal is not located in the third sector area, the method further includes: judging whether the voice emitting terminal is in a position of the voice emitting terminal according to the current player position of the voice emitting terminal. If the current player position of the online terminal is the center and the fourth fan-shaped area with the fourth distance as the radius, it is determined that the online terminal is a fourth-type voice receiving terminal located around the voice sending terminal, where The fourth distance is smaller than the third distance, and the fan angle of the fourth fan-shaped area is the corresponding current non-player perspective of the online terminal in the multiplayer VR scene.
在一个可能的设计中,针对寻找到的第二类语音接收终端或第四类语音接收终端,在转发所述语音数据之前,对所述语音数据进行衰减处理。通过前述设计,可以进一步提升虚拟现实VR的真实度。In a possible design, for the found second-type voice receiving terminal or fourth-type voice receiving terminal, before forwarding the voice data, the voice data is attenuated. Through the aforementioned design, the reality of virtual reality VR can be further improved.
第二方面,本发明提供了一种在多人VR场景中对交互式语音数据进行处理的装置,包 括依次通信连接的语音数据接收单元、接收终端寻找单元和语音数据转发单元;In the second aspect, the present invention provides a device for processing interactive voice data in a multi-person VR scene, including a voice data receiving unit, a receiving terminal searching unit, and a voice data forwarding unit that are sequentially connected in communication;
所述语音数据接收单元,用于接收来自语音发送终端的语音数据;The voice data receiving unit is used to receive voice data from a voice sending terminal;
所述接收终端寻找单元,用于根据所有在线终端在多人VR场景中的对应当前玩家位置,寻找位于所述语音发送终端周围的语音接收终端,其中,所有在线终端包括所述语音发送终端;The receiving terminal searching unit is configured to search for voice receiving terminals located around the voice sending terminal according to the corresponding current player positions of all online terminals in the multiplayer VR scene, where all online terminals include the voice sending terminal;
所述语音数据转发单元,用于向寻找到的语音接收终端转发所述语音数据。The voice data forwarding unit is used to forward the voice data to the found voice receiving terminal.
第三方面,本发明提供了一种计算机设备,包括依次通信相连的存储器、处理器和收发器,其中,所述存储器用于存储计算机程序,所述收发器用于收发数据,所述处理器用于读取所述计算机程序,执行如上第一方面或第一方面中任意一种可能设计的所述方法。In a third aspect, the present invention provides a computer device, including a memory, a processor, and a transceiver that are sequentially connected in communication, wherein the memory is used to store a computer program, the transceiver is used to send and receive data, and the processor is used to The computer program is read, and the method described in the first aspect or any one of the possible designs in the first aspect is executed.
第四方面,本发明提供了一种计算机可读存储介质,所述计算机可读存储介质上存储有指令,当所述指令在计算机上运行时,执行如上第一方面或第一方面中任意一种可能设计的所述方法。In a fourth aspect, the present invention provides a computer-readable storage medium having instructions stored on the computer-readable storage medium. When the instructions are run on a computer, any one of the first aspect or the first aspect is executed. A possible design of the method.
第五方面,本发明提供了一种包含指令的计算机程序产品,当所述指令在计算机上运行时,使所述计算机执行如上第一方面或第一方面中任意一种可能设计的所述方法。In the fifth aspect, the present invention provides a computer program product containing instructions, which when the instructions run on a computer, cause the computer to execute the method described in the first aspect or any one of the possible designs in the first aspect. .
第六方面,本发明提供了一种在多人VR场景中对交互式语音数据进行处理的方法,适用于在终端侧执行,包括:In the sixth aspect, the present invention provides a method for processing interactive voice data in a multi-person VR scene, which is suitable for execution on the terminal side, and includes:
接收由服务器转发的且来自语音发送终端的语音数据;Receive the voice data forwarded by the server and from the voice sending terminal;
根据本地在线终端和所述语音发送终端在多人VR场景中的对应当前玩家位置,判断本地在线终端是否为位于所述语音发送终端周围的语音接收终端,若是,则输出展示所述语音数据,否则终止展示所述语音数据。According to the corresponding current player positions of the local online terminal and the voice sending terminal in the multiplayer VR scene, determine whether the local online terminal is a voice receiving terminal located around the voice sending terminal, and if so, output and display the voice data, Otherwise, stop displaying the voice data.
基于上述发明内容,可在多人VR场景中通过玩家之间的空间位置关系来确定语音接收玩家的方式,使仅位于语音发送终端周围的在线终端才能展示由该语音发送终端所发出的语音数据,由此在确保VR真实度的同时,可使本地在线终端有效减少对语音数据的展示,避免出现因多方同时混音而导致语音内容无法分辨的问题,大大提升玩家的多人VR场景体验。Based on the above-mentioned invention content, the way of receiving voices from players can be determined by the spatial position relationship between players in a multiplayer VR scene, so that only online terminals located around the voice sending terminal can display the voice data sent by the voice sending terminal Therefore, while ensuring the reality of VR, local online terminals can effectively reduce the display of voice data, avoid the problem of indistinguishable voice content due to simultaneous mixing of multiple parties, and greatly enhance the player's multiplayer VR scene experience.
在一个可能的设计中,按照如下方式判断本地在线终端是否位于所述语音发送终端周围:根据所述本地在线终端的当前玩家位置,判断所述本地在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第一距离为半径的第一扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第一类语音接收终端,其中,所述第一扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前玩家视角。通过前述设计,如果所述本地在线终端处于所述第一扇形区域内,表明本地在线玩家在多人VR场景中位于语音发出玩家的前方,如果将所述本地在线终端作为所述语音数据的语音接收终端,将会极大的匹配真实场景,提升VR真实度。In a possible design, it is determined whether the local online terminal is located around the voice sending terminal according to the following method: According to the current player position of the local online terminal, it is determined whether the local online terminal is located in a voice sending terminal. In the first fan-shaped area with the current player position as the center and the first distance as the radius, if it is, it is determined that the local online terminal is the first type of voice receiving terminal located around the voice sending terminal, wherein the first The fan-shaped angle of a fan-shaped area is the corresponding current player perspective of the voice sending terminal in the multi-person VR scene. Through the foregoing design, if the local online terminal is in the first sector area, it indicates that the local online player is in front of the voice-producing player in the multiplayer VR scene. If the local online terminal is used as the voice of the voice data The receiving terminal will greatly match the real scene and enhance the reality of VR.
在一个可能的设计中,若所述本地在线终端未位于所述第一扇形区域内,则还包括:根据所述本地在线终端的当前玩家位置,判断所述本地在线终端是否处于一个以所述语音发送 终端的当前玩家位置为中心且以第二距离为半径的第二扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第二类语音接收终端,其中,所述第二距离小于所述第一距离,所述第二扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前非玩家视角。通过前述设计,如果所述本地在线终端处于所述第二扇形区域内,表明本地在线玩家在多人VR场景中位于语音发出玩家的后方,如果将所述本地在线终端作为所述语音数据的语音接收终端,也将会极大的匹配真实场景,进一步提升VR真实度。In a possible design, if the local online terminal is not located in the first fan-shaped area, the method further includes: judging whether the local online terminal is located in the first sector according to the current player position of the local online terminal. If the current player position of the voice sending terminal is in a second fan-shaped area centered and the second distance is the radius, it is determined that the local online terminal is a second-type voice receiving terminal located around the voice sending terminal, where The second distance is smaller than the first distance, and the fan angle of the second fan-shaped area is the corresponding current non-player perspective of the voice sending terminal in the multiplayer VR scene. Through the foregoing design, if the local online terminal is in the second sector area, it indicates that the local online player is behind the voice-producing player in the multiplayer VR scene. If the local online terminal is used as the voice of the voice data The receiving terminal will also greatly match the real scene and further enhance the reality of VR.
在一个可能的设计中,按照如下方式判断本地在线终端是否位于所述语音发送终端周围:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述本地在线终端的当前玩家位置为中心且以第三距离为半径的第三扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第三类语音接收终端,其中,所述第三扇形区域的扇形角为所述本地在线终端在多人VR场景中的对应当前玩家视角。通过前述设计,可以使得本地在线终端能够根据接收方视角来选择想要倾听的目标或突出其关注目标的语音数据,提升本地在线玩家的倾听自由度。In a possible design, it is determined whether the local online terminal is located around the voice sending terminal according to the following method: According to the current player position of the voice emitting terminal, it is determined whether the voice emitting terminal is located at a location where the local online terminal is located. If it is in a third fan-shaped area with the current player position as the center and the third distance as the radius, it is determined that the local online terminal is a third-type voice receiving terminal located around the voice sending terminal, wherein the first The fan angle of the three-sector area is the corresponding current player perspective of the local online terminal in the multiplayer VR scene. Through the foregoing design, the local online terminal can select the target to be listened to or highlight the voice data of the target of interest according to the perspective of the receiver, thereby enhancing the listening freedom of the local online player.
在一个可能的设计中,若所述语音发出终端未位于所述第三扇形区域内,则还包括:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述本地在线终端的当前玩家位置为中心且以第四距离为半径的第四扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第四类语音接收终端,其中,所述第四距离小于所述第三距离,所述第四扇形区域的扇形角为所述本地在线终端在多人VR场景中的对应当前非玩家视角。In a possible design, if the voice emitting terminal is not located in the third sector area, the method further includes: judging whether the voice emitting terminal is in a position of the voice emitting terminal according to the current player position of the voice emitting terminal. If the current player position of the local online terminal is in the fourth fan-shaped area centered on the fourth distance and the radius is the fourth distance, it is determined that the local online terminal is a fourth-type voice receiving terminal located around the voice sending terminal, where The fourth distance is smaller than the third distance, and the fan angle of the fourth fan-shaped area is the corresponding current non-player perspective of the local online terminal in the multiplayer VR scene.
第七方面,本发明提供了一种在多人VR场景中对交互式语音数据进行处理的装置,包括通信连接的接收单元和展示单元;In a seventh aspect, the present invention provides a device for processing interactive voice data in a multi-person VR scene, including a receiving unit and a display unit connected in communication;
所述接收单元,用于接收由服务器转发的且来自语音发送终端的语音数据;The receiving unit is configured to receive voice data forwarded by the server and from the voice sending terminal;
所述展示单元,用于根据本地在线终端和所述语音发送终端在多人VR场景中的对应当前玩家位置,判断本地在线终端是否为位于所述语音发送终端周围的语音接收终端,若是,则输出展示所述语音数据,否则终止展示所述语音数据。The display unit is configured to determine whether the local online terminal is a voice receiving terminal located around the voice sending terminal according to the corresponding current player positions of the local online terminal and the voice sending terminal in the multiplayer VR scene, and if so, Output and display the voice data, otherwise stop displaying the voice data.
第八方面,本发明提供了一种终端设备,包括依次通信相连的存储器、处理器和收发器,其中,所述存储器用于存储计算机程序,所述收发器用于收发数据,所述处理器用于读取所述计算机程序,执行如上第六方面或第六方面中任意一种可能设计的所述方法。In an eighth aspect, the present invention provides a terminal device, including a memory, a processor, and a transceiver that are sequentially connected in communication, wherein the memory is used to store a computer program, the transceiver is used to send and receive data, and the processor is used to The computer program is read, and the method described in any one of the above sixth aspect or the sixth aspect may be designed.
第九方面,本发明提供了一种计算机可读存储介质,所述计算机可读存储介质上存储有指令,当所述指令在计算机上运行时,执行如上第六方面或第六方面中任意一种可能设计的所述方法。In a ninth aspect, the present invention provides a computer-readable storage medium having instructions stored on the computer-readable storage medium. When the instructions are run on a computer, any one of the sixth aspect or the sixth aspect is executed. A possible design of the method.
第十方面,本发明提供了一种包含指令的计算机程序产品,当所述指令在计算机上运行时,使所述计算机执行如上第六方面或第六方面中任意一种可能设计的所述方法。In a tenth aspect, the present invention provides a computer program product containing instructions, which when the instructions run on a computer, cause the computer to execute the method described in the sixth aspect or any one of the possible designs in the sixth aspect. .
附图说明Description of the drawings
为了更清楚地说明本发明实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,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。In order to explain the embodiments of the present invention or the technical solutions in the prior art more clearly, the following will briefly introduce the drawings that need to be used in the description of the embodiments or the prior art. Obviously, the drawings in the following description are only These are some embodiments of the present invention. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative work.
图1是本发明提供的第一种在多人VR场景中对交互式语音数据进行处理的方法流程示意图。Fig. 1 is a schematic flowchart of the first method for processing interactive voice data in a multi-person VR scene provided by the present invention.
图2是本发明提供的语音发出玩家与其它在线玩家在多人VR场景中的示例图。Fig. 2 is an example diagram of a voice-producing player and other online players in a multiplayer VR scene provided by the present invention.
图3是本发明提供的第一种在多人VR场景中对交互式语音数据进行处理的装置结构示意图。Fig. 3 is a schematic structural diagram of the first device for processing interactive voice data in a multi-person VR scene provided by the present invention.
图4是本发明提供的计算机设备的结构示意图。Fig. 4 is a schematic diagram of the structure of the computer equipment provided by the present invention.
图5是本发明提供的第二种在多人VR场景中对交互式语音数据进行处理的方法流程示意图。Fig. 5 is a schematic flowchart of a second method for processing interactive voice data in a multi-person VR scene provided by the present invention.
图6是本发明提供的第二种在多人VR场景中对交互式语音数据进行处理的装置结构示意图。Fig. 6 is a schematic structural diagram of a second device for processing interactive voice data in a multi-person VR scene provided by the present invention.
图7是本发明提供的终端设备的结构示意图。Fig. 7 is a schematic structural diagram of a terminal device provided by the present invention.
具体实施方式Detailed ways
下面结合附图及具体实施例来对本发明作进一步阐述。在此需要说明的是,对于这些实施例方式的说明虽然是用于帮助理解本发明,但并不构成对本发明的限定。本文公开的特定结构和功能细节仅用于描述本发明的示例实施例。然而,可用很多备选的形式来体现本发明,并且不应当理解为本发明限制在本文阐述的实施例中。The present invention will be further described below in conjunction with the drawings and specific embodiments. It should be noted here that although the description of these embodiments is used to help understand the present invention, it does not constitute a limitation to the present invention. The specific structural and functional details disclosed herein are only used to describe example embodiments of the present invention. However, the present invention may be embodied in many alternative forms, and it should not be understood that the present invention is limited to the embodiments set forth herein.
应当理解,尽管本文可能使用术语第一、第二等等来描述各种单元,但是这些单元不应当受到这些术语的限制。这些术语仅用于区分一个单元和另一个单元。例如可以将第一单元称作第二单元,并且类似地可以将第二单元称作第一单元,同时不脱离本发明的示例实施例的范围。It should be understood that although the terms first, second, etc. may be used herein to describe various units, these units should not be limited by these terms. These terms are only used to distinguish one unit from another. For example, the first unit may be referred to as the second unit, and the second unit may be referred to as the first unit similarly, without departing from the scope of the exemplary embodiment of the present invention.
应当理解,对于本文中可能出现的术语“和/或”,其仅仅是一种描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,单独存在B,同时存在A和B三种情况;对于本文中可能出现的术语“/和”,其是描述另一种关联对象关系,表示可以存在两种关系,例如,A/和B,可以表示:单独存在A,单独存在A和B两种情况;另外,对于本文中可能出现的字符“/”,一般表示前后关联对象是一种“或”关系。It should be understood that the term "and/or" that may appear in this text is only an association relationship describing associated objects, which means that there can be three relationships. For example, A and/or B can mean that there is A alone, There are B alone, and there are three situations of A and B at the same time; for the term "/ and" that may appear in this article, it describes another related object relationship, indicating that there can be two relationships, for example, A/ and B, you can Means: A is alone, A and B are alone; In addition, for the character "/" that may appear in this article, it generally means that the associated objects before and after are in an "or" relationship.
应当理解,在本文中若将单元称作与另一个单元“连接”、“相连”或“耦合”时,它可 以与另一个单元直相连接或耦合,或中间单元可以存在。相対地,在本文中若将单元称作与另一个单元“直接相连”或“直接耦合”时,表示不存在中间单元。另外,应当以类似方式来解释用于描述单元之间的关系的其他单词(例如,“在……之间”对“直接在……之间”,“相邻”对“直接相邻”等等)。It should be understood that when a unit is referred to herein as being "connected", "connected" or "coupled" to another unit, it can be directly connected or coupled to the other unit, or intermediate units may exist. In contrast, when a unit is referred to herein as being "directly connected" or "directly coupled" with another unit, it means that there is no intermediate unit. In addition, other words used to describe the relationship between units should be interpreted in a similar way (for example, "between" and "directly between", "adjacent" and "directly adjacent", etc. Wait).
应当理解,本文使用的术语仅用于描述特定实施例,并不意在限制本发明的示例实施例。若本文所使用的,单数形式“一”、“一个”以及“该”意在包括复数形式,除非上下文明确指示相反意思。还应当理解,若术语“包括”、“包括了”、“包含”和/或“包含了”在本文中被使用时,指定所声明的特征、整数、步骤、操作、单元和/或组件的存在性,并且不排除一个或多个其他特征、数量、步骤、操作、单元、组件和/或他们的组合存在性或增加。It should be understood that the terms used herein are only used to describe specific embodiments and are not intended to limit the exemplary embodiments of the present invention. If used herein, the singular forms "a", "an" and "the" are intended to include plural forms, unless the context clearly indicates the opposite. It should also be understood that when the terms "include", "includes", "includes" and/or "includes" are used in this document, they specify the characteristics, integers, steps, operations, units and/or components of the statement. Existence, and does not exclude the existence or addition of one or more other features, quantities, steps, operations, units, components and/or their combinations.
应当理解,还应当注意到在一些备选实施例中,所出现的功能/动作可能与附图出现的顺序不同。例如,取决于所涉及的功能/动作,实际上可以实质上并发地执行,或者有时可以以相反的顺序来执行连续示出的两个图。It should be understood that it should also be noted that in some alternative embodiments, the functions/acts that appear may be different from the order in which they appear in the drawings. For example, depending on the functions/actions involved, it may actually be executed concurrently in nature, or sometimes two diagrams shown in succession may be executed in reverse order.
应当理解,在下面的描述中提供了特定的细节,以便于对示例实施例的完全理解。然而,本领域普通技术人员应当理解可以在没有这些特定细节的情况下实现示例实施例。例如可以在框图中示出系统,以避免用不必要的细节来使得示例不清楚。在其他实例中,可以不以不必要的细节来示出众所周知的过程、结构和技术,以避免使得示例实施例不清楚。It should be understood that specific details are provided in the following description to facilitate a complete understanding of the exemplary embodiments. However, those of ordinary skill in the art should understand that the exemplary embodiments can be implemented without these specific details. For example, the system can be shown in a block diagram to avoid unnecessary details to make the example unclear. In other instances, well-known procedures, structures, and techniques may not be shown in unnecessary details to avoid making the example embodiments unclear.
实施例一Example one
如图1所示,本实施例提供的所述在多人VR场景中对交互式语音数据进行处理的方法,适用于在服务器侧执行,可以但不限于包括有如下步骤S101~S103。As shown in FIG. 1, the method for processing interactive voice data in a multi-person VR scene provided by this embodiment is suitable for execution on the server side, and may but is not limited to include the following steps S101 to S103.
S101.接收来自语音发送终端的语音数据。S101. Receive voice data from a voice sending terminal.
在所述步骤S101中,所述语音发送终端为由语音发出玩家所持有的且用于参与多人VR场景体验的电子设备,其可以但不限于包括智能手机或VR体验机等。所述语音数据由所述语音发送终端采集语音发出玩家的实时声音而得(例如通过配置的拾音器采集而得),然后通过互联网络传送到用于维护多人VR场景体验的服务器上。In the step S101, the voice sending terminal is an electronic device held by the voice-producing player and used to participate in the multi-person VR scene experience, which may include, but is not limited to, a smart phone or a VR experience machine. The voice data is obtained by the voice sending terminal collecting the real-time voice of the player from the voice (for example, collected by a configured microphone), and then transmitted to the server for maintaining the multi-person VR scene experience through the Internet.
S102.根据所有在线终端在多人VR场景中的对应当前玩家位置,寻找位于所述语音发送终端周围的语音接收终端,其中,所有在线终端包括所述语音发送终端。S102. According to the corresponding current player positions of all online terminals in the multiplayer VR scene, search for voice receiving terminals located around the voice sending terminal, where all online terminals include the voice sending terminal.
在所述步骤S102中,所述在线终端为由不同玩家所持有的且用于参与多人VR场景体验的电子设备,与所述语音发送终端一样,可以但不限于包括智能手机或VR体验机等。由于服务器是用于维护多人VR场景体验的现有VR服务器,因此其拥有各个在线终端在多人VR场景中的对应当前玩家位置,然后可以根据这些当前玩家位置,确定语音发出玩家与其他在线玩家在多人VR场景中的相对距离,同时考虑在真实场景中,位于语音发出玩家周围的其他玩家才能听到语音发出玩家所发出的声音,因此最后可根据相对距离确定哪些在线玩家的 对应在线终端可以收到所述语音数据,即寻找位于所述语音发送终端周围的语音接收终端,寻找到的语音接收终端即可收到所述语音数据。In the step S102, the online terminal is an electronic device held by different players and used to participate in a multi-person VR scene experience. Like the voice sending terminal, it can include, but is not limited to, a smart phone or a VR experience. Machine waiting. Since the server is an existing VR server used to maintain the multiplayer VR scene experience, it has the corresponding current player position of each online terminal in the multiplayer VR scene, and then can determine the voice of the player and other online players based on these current player positions The relative distance of the player in the multiplayer VR scene. At the same time, considering that in the real scene, other players located around the voice-producing player can hear the voice made by the voice-producing player. Therefore, the relative distance can be used to determine which online players are online. The terminal can receive the voice data, that is, find the voice receiving terminal located around the voice sending terminal, and the voice receiving terminal found can receive the voice data.
S103.向寻找到的语音接收终端转发所述语音数据。S103. Forward the voice data to the found voice receiving terminal.
在所述步骤S103中,所述转发方式依然是通过互联网络进行传送。此外,如果没有找到至少一个位于所述语音发送终端周围的语音接收终端,表明在多人VR场景中,处于语音发出玩家的周围没有其他在线玩家,对于这些在线玩家的在线终端而言,也就没有必要获取并展示所述语音数据,因此会终止转发所述语音数据。In the step S103, the forwarding method is still transmission through the Internet. In addition, if at least one voice receiving terminal located around the voice sending terminal is not found, it indicates that in the multiplayer VR scene, there are no other online players around the voice emitting player. For the online terminals of these online players, There is no need to acquire and display the voice data, so the forwarding of the voice data will be terminated.
由此基于前述步骤S101~S103所描述的服务器侧处理方式,可在多人VR场景中通过玩家之间的空间位置关系来确定语音接收玩家的方式,使仅位于语音发送终端周围的在线终端才能接收由该语音发送终端所发出的语音数据,由此在确保VR真实度的同时,使其它非周围的在线终端有效减少接收到的语音数据,避免出现因多方同时混音而导致语音内容无法分辨的问题,大大提升玩家的多人VR场景体验。此外,还可以大大减少语音数据的传送量,缓解网络压力,以及可减少在数据传输时出现语音数据丢失的概率,进而避免出现因数据丢失过多而导致听到的语音不连贯、延迟和质量变差的问题。Therefore, based on the server-side processing method described in the foregoing steps S101 to S103, the way of voice receiving players can be determined through the spatial position relationship between players in a multiplayer VR scene, so that only online terminals located around the voice sending terminal can Receive the voice data sent by the voice sending terminal, thereby ensuring the authenticity of VR while enabling other non-surrounding online terminals to effectively reduce the received voice data, avoiding the inability to distinguish the voice content due to simultaneous mixing of multiple parties The problem has greatly improved the player’s multiplayer VR scene experience. In addition, it can greatly reduce the amount of voice data transmission, relieve network pressure, and reduce the probability of voice data loss during data transmission, thereby avoiding the occurrence of incoherent voice, delay and quality due to excessive data loss. The problem of deterioration.
实施例二Example two
本实施例在实施例一的基础上,具体提出了一种如何寻找位于所述语音发送终端周围的语音接收终端的技术方案,即在所述步骤S102中,针对某个非语音发送终端的在线终端,按照如下方式判断是否位于所述语音发送终端的周围:根据所述在线终端的当前玩家位置,判断所述在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第一距离为半径的第一扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第一类语音接收终端,其中,所述第一扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前玩家视角。On the basis of the first embodiment, this embodiment specifically proposes a technical solution of how to find the voice receiving terminal located around the voice sending terminal. The terminal judges whether it is located around the voice sending terminal according to the following method: According to the current player position of the online terminal, it is judged whether the online terminal is located at a center with the current player position of the voice sending terminal as the center and first If the distance is within the first sector area of the radius, it is determined that the online terminal is a first-type voice receiving terminal located around the voice sending terminal, wherein the sector angle of the first sector area is the voice Send the terminal's corresponding current player perspective in the multiplayer VR scene.
在上述方式中,所述语音发送终端的对应当前玩家视角即为语音发出玩家在多人VR场景中的当前视角,如图2中的视角α,该视角的参数会由所述语音发送终端在体验多人VR场景时实时地传送给服务器。由此如果所述在线终端处于所述第一扇形区域内,表明对应的在线玩家在多人VR场景中位于语音发出玩家的前方,如果将所述在线终端作为所述语音数据的语音接收终端,将会极大的匹配真实场景,提升VR真实度。In the above manner, the corresponding current player perspective of the voice sending terminal is the current perspective of the voice emitting player in the multiplayer VR scene, such as the perspective α in FIG. When experiencing a multiplayer VR scene, it is sent to the server in real time. Therefore, if the online terminal is in the first sector area, it indicates that the corresponding online player is in front of the voice emitting player in the multiplayer VR scene. If the online terminal is used as the voice receiving terminal for the voice data, It will greatly match the real scene and enhance the reality of VR.
考虑在真实场景中,位于语音发出玩家后方的其它在线玩家也能听到语音发出玩家的声音,因此为了进一步提升VR真实度,若所述在线终端未位于所述第一扇形区域内,则还包括:根据所述在线终端的当前玩家位置,判断所述在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第二距离为半径的第二扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第二类语音接收终端,其中,所述第二距离小于所述第一距离,所述第二扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前非玩家视角。所述语音发送终端的对应当前非玩家视角即为与语音发出玩家在多人VR场景中的当 前视角相反的视角,如图2中的视角β,该视角的参数可基于所述语音发送终端的对应当前玩家视角而得。由于人在发出声音后,主要传播方向为正前方,使得朝后方的传播距离会明显不如前方,因此需要设置所述第二距离小于所述第一距离,这样才能保证虚拟现实VR的真实度。由此如果所述在线终端处于所述第二扇形区域内,表明对应的在线玩家在多人VR场景中位于语音发出玩家的后方,如果将所述在线终端作为所述语音数据的语音接收终端,也将会极大的匹配真实场景,进一步提升VR真实度。Considering that in a real scene, other online players located behind the voice-producing player can also hear the voice of the voice-producing player. Therefore, in order to further enhance the reality of VR, if the online terminal is not located in the first sector area, then It includes: judging whether the online terminal is in a second fan-shaped area with the current player position of the voice sending terminal as the center and a second distance as the radius according to the current player position of the online terminal, if it is, then It is determined that the online terminal is a second-type voice receiving terminal located around the voice sending terminal, wherein the second distance is smaller than the first distance, and the sector angle of the second sector area is the voice sending terminal Corresponding to the current non-player perspective in a multiplayer VR scene. The corresponding current non-player perspective of the voice sending terminal is the perspective opposite to the current perspective of the voice-producing player in the multiplayer VR scene, as shown in the perspective β in Figure 2. The parameters of this perspective can be based on the voice sending terminal’s It corresponds to the current player's perspective. Since the main direction of propagation after a person emits a sound is straight forward, the propagation distance toward the rear will be significantly lower than that of the front. Therefore, the second distance needs to be set to be smaller than the first distance, so as to ensure the authenticity of the virtual reality VR. Therefore, if the online terminal is in the second sector area, it indicates that the corresponding online player is behind the voice emitting player in the multiplayer VR scene. If the online terminal is used as the voice receiving terminal for the voice data, It will also greatly match the real scene and further enhance the reality of VR.
考虑在真实场景中,对于语音发出玩家后方的声音传播路径会包括衍射、反射或漫射等复杂方式,进而导致存在明显的信号衰落及噪声增强等现象,因此为了进一步提升虚拟现实VR的真实度,还包括:针对寻找到的第二类语音接收终端,在转发所述语音数据之前,对所述语音数据进行衰减处理。所述衰减处理的具体方式为现有方式,可以但不限于包括降低音量和/或插入噪声等方式。Considering that in a real scene, the sound propagation path behind the player will include diffraction, reflection, or diffusion, which will cause obvious signal fading and noise enhancement. Therefore, in order to further enhance the reality of virtual reality VR , Further including: for the found second-type voice receiving terminal, before forwarding the voice data, performing attenuation processing on the voice data. The specific method of the attenuation processing is an existing method, which may include, but is not limited to, methods such as volume reduction and/or noise insertion.
举例的,如图2所示,在多人VR场景中,存在对应语音发送终端的语音发出玩家A和对应其它在线终端的在线玩家B、C、D、E、F和G,其中,所述语音发出玩家A的当前玩家视角α为36度,当前非玩家视角β为324度(即360度-36度)。由此在所述第一扇形区域内的在线玩家有在线玩家B,对应该在线玩家B的在线终端即为第一类语音接收终端,可接收并展示完整的所述语音数据;而在所述第二扇形区域内的在线玩家有在线玩家C,对应该在线玩家C的在线终端即为第二类语音接收终端,可接收并展示经过衰减处理的所述语音数据。至于其他玩家D、E、F和G,由于在多人VR场景中距离过远的关系而不处于所述第一扇形区域或所述第二扇形区域,对于与它们一一对应的在线终端而言,将不会收到任何形式的所述语音数据,从而既减少了语音数据的传送量,缓解网络压力,还减少了在这些在线终端出现多方同时混音而导致语音内容无法分辨的问题。For example, as shown in Figure 2, in a multiplayer VR scene, there are voice-producing player A corresponding to the voice sending terminal and online players B, C, D, E, F, and G corresponding to other online terminals, where the The current player viewing angle α of the voice-producing player A is 36 degrees, and the current non-player viewing angle β is 324 degrees (that is, 360 degrees-36 degrees). Therefore, the online players in the first sector area have online player B, and the online terminal corresponding to online player B is the first type of voice receiving terminal, which can receive and display the complete voice data; The online players in the second sector area include online player C, and the online terminal corresponding to online player C is the second type of voice receiving terminal, which can receive and display the attenuated voice data. As for the other players D, E, F, and G, they are not in the first sector area or the second sector area due to the distance in the multiplayer VR scene. The online terminals corresponding to them are different. In other words, the voice data will not be received in any form, which not only reduces the transmission volume of voice data, relieves network pressure, but also reduces the problem of indistinguishable voice content caused by simultaneous multi-party mixing in these online terminals.
实施例三Example three
本实施例在实施例一的基础上,还具体提出了另一种与实施例二不同的且如何寻找位于所述语音发送终端周围的语音接收终端的技术方案,即在所述步骤S102中,针对某个非语音发送终端的在线终端,按照如下方式判断是否位于所述语音发送终端的周围:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述在线终端的当前玩家位置为中心且以第三距离为半径的第三扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第三类语音接收终端,其中,所述第三扇形区域的扇形角为所述在线终端在多人VR场景中的对应当前玩家视角。On the basis of the first embodiment, this embodiment also specifically proposes another technical solution that is different from the second embodiment and how to find the voice receiving terminal located around the voice sending terminal, that is, in the step S102, For a certain online terminal that is not a voice sending terminal, determine whether it is located around the voice sending terminal according to the following method: Determine whether the voice emitting terminal is located in the vicinity of the online terminal according to the current player position of the voice emitting terminal If it is in a third fan-shaped area with the current player position as the center and the third distance as the radius, it is determined that the online terminal is a third-type voice receiving terminal located around the voice sending terminal, wherein the first The fan angle of the three-sector area is the corresponding current player perspective of the online terminal in the multiplayer VR scene.
在上述方式中,所述在线终端的对应当前玩家视角即为在线玩家在多人VR场景中的当前视角,该视角的参数也会由所述在线终端在体验多人VR场景时实时地传送给服务器。上述提出了一种基于所述在线终端的对应当前玩家视角来确定是否位于所述语音发送终端的周围的技术方案,虽然会导致VR真实度因不完全匹配声音传播原理而不及实施例二,但是可以使得在线终端能够根据接收方视角来选择想要倾听的目标或突出其关注目标的语音数 据,提升在线玩家的倾听自由度。In the above manner, the corresponding current player perspective of the online terminal is the current perspective of the online player in the multiplayer VR scene, and the parameters of this perspective will also be transmitted to the online terminal in real time when experiencing the multiplayer VR scene. server. The above proposes a technical solution for determining whether it is located around the voice sending terminal based on the corresponding current player's perspective of the online terminal. Although it may cause the reality of VR to be inferior to the second embodiment because it does not completely match the sound propagation principle, The online terminal can select the target to be listened to or highlight the voice data of the target according to the perspective of the receiver, thereby enhancing the freedom of listening of the online player.
与实施例二类似的,若所述语音发出终端未位于所述第三扇形区域内,则还包括:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述在线终端的当前玩家位置为中心且以第四距离为半径的第四扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第四类语音接收终端,其中,所述第四距离小于所述第三距离,所述第四扇形区域的扇形角为所述在线终端在多人VR场景中的对应当前非玩家视角。所述在线终端的对应当前非玩家视角即为与在线玩家在多人VR场景中的当前视角相反的视角,该视角的参数也可基于所述在线终端的对应当前玩家视角而得。此外,针对寻找到的第四类语音接收终端,也可在转发所述语音数据之前,对所述语音数据进行衰减处理。Similar to the second embodiment, if the voice emitting terminal is not located in the third fan-shaped area, the method further includes: judging whether the voice emitting terminal is in a position of the voice emitting terminal according to the current player position of the voice emitting terminal. If the current player position of the online terminal is in the fourth fan-shaped area centered on the fourth distance and the radius is the fourth distance, it is determined that the online terminal is a fourth-type voice receiving terminal located around the voice sending terminal, where The fourth distance is smaller than the third distance, and the fan angle of the fourth fan-shaped area is the corresponding current non-player perspective of the online terminal in the multiplayer VR scene. The corresponding current non-player perspective of the online terminal is the perspective opposite to the current perspective of the online player in the multiplayer VR scene, and the parameters of the perspective may also be obtained based on the corresponding current player perspective of the online terminal. In addition, for the found fourth-type voice receiving terminal, the voice data may also be attenuated before forwarding the voice data.
实施例四Example four
如图3所示,本实施例提供了一种实现实施例一至实施例三中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法的硬件装置,包括依次通信连接的语音数据接收单元、接收终端寻找单元和语音数据转发单元;所述语音数据接收单元,用于接收来自语音发送终端的语音数据;所述接收终端寻找单元,用于根据所有在线终端在多人VR场景中的对应当前玩家位置,寻找位于所述语音发送终端周围的语音接收终端,其中,所有在线终端包括所述语音发送终端;所述语音数据转发单元,用于向寻找到的语音接收终端转发所述语音数据。As shown in FIG. 3, this embodiment provides a hardware device that implements the method for processing interactive voice data in a multi-person VR scene described in any one of Embodiments 1 to 3, including voices connected in sequence. The data receiving unit, the receiving terminal searching unit, and the voice data forwarding unit; the voice data receiving unit is used to receive voice data from the voice sending terminal; the receiving terminal searching unit is used to determine whether all online terminals are in a multiplayer VR scene Corresponding to the current player position in, search for voice receiving terminals located around the voice sending terminal, where all online terminals include the voice sending terminal; the voice data forwarding unit is used to forward the voice data to the found voice receiving terminal Describe the voice data.
本实施例提供的前述装置的工作过程、工作细节和技术效果,可以参见实施例一至实施例三中任意一个所述的方法,于此不再赘述。For the working process, working details, and technical effects of the aforementioned device provided in this embodiment, reference may be made to the method described in any one of Embodiment 1 to Embodiment 3, and will not be repeated here.
实施例五Example five
如图4所示,本实施例提供了一种执行实施例一至实施例三中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法的计算机设备,包括依次通信相连的存储器、处理器和收发器,其中,所述存储器用于存储计算机程序,所述收发器用于收发数据,所述处理器用于读取所述计算机程序,执行如实施例一至实施例三中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法。具体举例的,所述存储器可以但不限于包括随机存取存储器(RAM)、只读存储器(ROM)、闪存(Flash Memory)、先进先出存储器(FIFO)和/或先进后出存储器(FILO)等等;所述收发器可以但不限于包括WiFi(无线保真)无线收发器、蓝牙无线收发器、GPRS(General Packet Radio Service,通用分组无线服务技术)无线收发器和/或ZigBee(紫蜂协议,基于IEEE802.15.4标准的低功耗局域网协议)无线收发器等;所述处理器可以不限于采用型号采用STM32F105系列的微处理器。此外,所述计算机设备还可以但不限于包括有电源模块、显示屏和其它必要的部件。As shown in FIG. 4, this embodiment provides a computer device that executes the method for processing interactive voice data in a multi-person VR scene described in any one of the first to the third embodiment, and includes a memory connected in sequence. , A processor, and a transceiver, wherein the memory is used to store a computer program, the transceiver is used to send and receive data, and the processor is used to read the computer program, and execute as described in any one of the first to the third embodiment. Describes the method of processing interactive voice data in a multi-person VR scene. For specific examples, the memory may include, but is not limited to, random access memory (RAM), read only memory (ROM), flash memory (Flash Memory), first-in first-out memory (FIFO), and/or first-in-last-out memory (FILO) Etc.; the transceiver may include, but is not limited to, a WiFi (wireless fidelity) wireless transceiver, a Bluetooth wireless transceiver, a GPRS (General Packet Radio Service, general packet radio service technology) wireless transceiver and/or ZigBee (Zigbee) Protocol, a low-power local area network protocol based on the IEEE802.15.4 standard) wireless transceiver, etc.; the processor may not be limited to adopting a microprocessor of the STM32F105 series. In addition, the computer device may also include, but is not limited to, a power supply module, a display screen, and other necessary components.
本实施例提供的前述计算机设备的工作过程、工作细节和技术效果,可以参见实施例一至实施例三中任意一个所述的方法,于此不再赘述。For the working process, working details, and technical effects of the aforementioned computer equipment provided in this embodiment, reference may be made to the method described in any one of Embodiment 1 to Embodiment 3, and details are not described herein again.
实施例六Example Six
本实施例提供了一种存储包含实施例一至实施例三中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法的指令的计算机可读存储介质,即所述计算机可读存储介质上存储有指令,当所述指令在计算机上运行时,执行如实施例一至实施例三中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法。其中,所述计算机可读存储介质是指存储数据的载体,可以但不限于包括软盘、光盘、硬盘、闪存、优盘和/或记忆棒(Memory Stick)等,所述计算机可以是通用计算机、专用计算机、计算机网络、或者其他可编程装置。This embodiment provides a computer-readable storage medium that stores instructions containing the method for processing interactive voice data in a multi-person VR scene described in any one of Embodiments 1 to 3, that is, the computer-readable storage medium Instructions are stored on the storage medium, and when the instructions are run on a computer, the method for processing interactive voice data in a multi-person VR scene as described in any one of Embodiment 1 to Embodiment 3 is executed. Wherein, the computer-readable storage medium refers to a carrier for storing data, which can include, but is not limited to, a floppy disk, an optical disk, a hard disk, a flash memory, a USB flash drive, and/or a memory stick (Memory Stick), etc. The computer may be a general-purpose computer, a dedicated Computers, computer networks, or other programmable devices.
本实施例提供的前述计算机可读存储介质的工作过程、工作细节和技术效果,可以参见实施例一至实施例三中任意一个所述的方法,于此不再赘述。For the working process, working details, and technical effects of the aforementioned computer-readable storage medium provided in this embodiment, refer to the method described in any one of Embodiments 1 to 3, and will not be repeated here.
实施例七Example Seven
本实施例提供了一种包含指令的计算机程序产品,当所述指令在计算机上运行时,使所述计算机执行如实施例一至实施例三中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法。其中,所述计算机可以是通用计算机、专用计算机、计算机网络、或者其他可编程装置。This embodiment provides a computer program product containing instructions. When the instructions run on a computer, the computer executes the interactive operation in a multi-person VR scene as described in any one of the first to third embodiments. The method of processing voice data. Wherein, the computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices.
实施例八Example eight
如图5所示,本实施例提供的所述在多人VR场景中对交互式语音数据进行处理的方法,适用于在终端侧执行,可以但不限于包括有如下步骤S201~S202。As shown in FIG. 5, the method for processing interactive voice data in a multi-person VR scene provided by this embodiment is suitable for execution on the terminal side, and may include but is not limited to the following steps S201 to S202.
S201.接收由服务器转发的且来自语音发送终端的语音数据。S201. Receive voice data forwarded by the server and from the voice sending terminal.
在所述步骤S201中,所述语音发送终端为由语音发出玩家所持有的且用于参与多人VR场景体验的电子设备,其可以但不限于包括智能手机或VR体验机等。所述语音数据由所述语音发送终端采集语音发出玩家的实时声音而得(例如通过配置的拾音器采集而得),然后通过互联网络传送到用于维护多人VR场景体验的服务器上,最后由该服务器通过互联网络传送到本地在线终端。所述本地在线终端为由本地玩家所持有的且用于参与多人VR场景体验的电子设备,与所述语音发送终端一样,可以但不限于包括智能手机或VR体验机等。In the step S201, the voice sending terminal is an electronic device held by the voice-producing player and used to participate in the multi-person VR scene experience, which may include, but is not limited to, a smart phone or a VR experience machine. The voice data is obtained by the voice sending terminal collecting the real-time voice of the player (for example, collected by the configured microphone), and then transmitted to the server used to maintain the multi-person VR scene experience through the Internet. The server is transmitted to the local online terminal through the Internet. The local online terminal is an electronic device owned by a local player and used to participate in a multi-person VR scene experience. Like the voice sending terminal, it can include, but is not limited to, a smart phone or a VR experience machine.
S202.根据本地在线终端和所述语音发送终端在多人VR场景中的对应当前玩家位置,判断本地在线终端是否为位于所述语音发送终端周围的语音接收终端,若是,则输出展示所述语音数据,否则终止展示所述语音数据。S202. According to the corresponding current player positions of the local online terminal and the voice sending terminal in the multiplayer VR scene, determine whether the local online terminal is a voice receiving terminal located around the voice sending terminal, and if so, output and display the voice Data, otherwise stop displaying the voice data.
在所述步骤S202中,由于服务器是用于维护多人VR场景体验的现有VR服务器,其拥有各个在线终端在多人VR场景中的对应当前玩家位置,因此本地在线终端能够很容易地从服务器侧得到本地在线终端在多人VR场景中的对应当前玩家位置和所述语音发送终端在多人VR场景中的对应当前玩家位置。由此本地在线终端可以根据前述两个当前玩家位置,确定语音发出玩家与本地在线玩家在多人VR场景中的相对距离,同时考虑在真实场景中,位 于语音发出玩家周围的其他玩家才能听到语音发出玩家所发出的声音,因此最后可根据相对距离确定本地在线玩家的本地在线终端在接收到所述语音数据后是否可进行实时展示,即判断本地在线终端是否为位于所述语音发送终端周围的语音接收终端,若是,则输出展示所述语音数据,否则终止展示所述语音数据。此外,具体展示方式可以但不限于为通过语音喇叭发出声音。In the step S202, since the server is an existing VR server used to maintain the multiplayer VR scene experience, it has the corresponding current player position of each online terminal in the multiplayer VR scene, so the local online terminal can easily download from The server side obtains the corresponding current player position of the local online terminal in the multiplayer VR scene and the corresponding current player position of the voice sending terminal in the multiplayer VR scene. Therefore, the local online terminal can determine the relative distance between the voice-producing player and the local online player in the multiplayer VR scene based on the aforementioned two current player positions, while considering that in the real scene, only other players located around the voice-producing player can hear it. The voice emits the voice of the player, so it can finally be determined according to the relative distance whether the local online terminal of the local online player can perform real-time display after receiving the voice data, that is, it is judged whether the local online terminal is located around the voice sending terminal If yes, output and display the voice data; otherwise, stop displaying the voice data. In addition, the specific display method can be, but is not limited to, making a sound through a voice horn.
由此基于前述步骤S201~S202所描述的终端侧处理方式,可在多人VR场景中通过玩家之间的空间位置关系来确定语音接收玩家的方式,使仅位于语音发送终端周围的在线终端才能展示由该语音发送终端所发出的语音数据,由此在确保VR真实度的同时,可使本地在线终端有效减少对语音数据的展示,避免出现因多方同时混音而导致语音内容无法分辨的问题,大大提升玩家的多人VR场景体验。Therefore, based on the terminal-side processing method described in the foregoing steps S201 to S202, the way of receiving voice players can be determined through the spatial position relationship between players in a multiplayer VR scene, so that only online terminals located around the voice sending terminal can Display the voice data sent by the voice sending terminal, so that while ensuring the authenticity of VR, the local online terminal can effectively reduce the display of voice data, and avoid the problem of indistinguishable voice content caused by simultaneous mixing of multiple parties , Greatly enhance the player's multiplayer VR scene experience.
实施例九Example 9
本实施例在实施例八的基础上,具体提出了一种如何判断本地在线终端是否为位于所述语音发送终端周围的语音接收终端的技术方案,即在所述步骤S202中,按照如下方式判断本地在线终端是否位于所述语音发送终端周围:根据所述本地在线终端的当前玩家位置,判断所述本地在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第一距离为半径的第一扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第一类语音接收终端,其中,所述第一扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前玩家视角。On the basis of the eighth embodiment, this embodiment specifically proposes a technical solution of how to determine whether the local online terminal is a voice receiving terminal located around the voice sending terminal, that is, in the step S202, it is determined as follows Whether the local online terminal is located around the voice transmitting terminal: According to the current player position of the local online terminal, it is determined whether the local online terminal is located at a center with the current player position of the voice transmitting terminal and a first distance as the center If it is in the first sector area of the radius, it is determined that the local online terminal is a first-type voice receiving terminal located around the voice sending terminal, wherein the sector angle of the first sector area is the voice sending terminal The terminal corresponds to the current player's perspective in the multiplayer VR scene.
与实施例二类似,在上述方式中,所述语音发送终端的对应当前玩家视角即为语音发出玩家在多人VR场景中的当前视角,该视角的参数会由所述语音发送终端在体验多人VR场景时实时地传送给服务器,再由该服务器通过互联网络传送到本地在线终端。由此如果所述本地在线终端处于所述第一扇形区域内,表明本地在线玩家在多人VR场景中位于语音发出玩家的前方,如果将所述本地在线终端作为所述语音数据的语音接收终端,将会极大的匹配真实场景,提升VR真实度。Similar to the second embodiment, in the above manner, the corresponding current player perspective of the voice sending terminal is the current perspective of the voice emitting player in the multiplayer VR scene, and the parameters of this perspective will be experienced by the voice sending terminal. The human VR scene is transmitted to the server in real time, and then transmitted by the server to the local online terminal through the Internet. Therefore, if the local online terminal is in the first sector area, it indicates that the local online player is in front of the voice emitting player in the multiplayer VR scene. If the local online terminal is used as the voice receiving terminal for the voice data , It will greatly match the real scene and enhance the reality of VR.
考虑在真实场景中,位于语音发出玩家后方的其它在线玩家也能听到语音发出玩家的声音,因此为了进一步提升VR真实度,若所述本地在线终端未位于所述第一扇形区域内,则还包括:根据所述本地在线终端的当前玩家位置,判断所述本地在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第二距离为半径的第二扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第二类语音接收终端,其中,所述第二距离小于所述第一距离,所述第二扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前非玩家视角。所述语音发送终端的对应当前非玩家视角即为与语音发出玩家在多人VR场景中的当前视角相反的视角,该视角的参数可基于所述语音发送终端的对应当前玩家视角而得。由于人在发出声音后,主要传播方向为正前方,使得朝后方的传播距离会明显不如前方,因此需要设置所述第二距离小于所述第一距离,这样才能保证虚拟现实VR的真实度。由此如果所述本地在线终端处于所述第二扇形区域内,表明本地在线玩家在多人VR 场景中位于语音发出玩家的后方,如果将所述本地在线终端作为所述语音数据的语音接收终端,也将会极大的匹配真实场景,进一步提升VR真实度。Considering that in a real scene, other online players behind the voice-producing player can also hear the voice of the voice-producing player. Therefore, in order to further enhance the reality of VR, if the local online terminal is not located in the first sector area, It also includes: judging whether the local online terminal is in a second fan-shaped area centered on the current player position of the voice sending terminal and a radius of a second distance according to the current player position of the local online terminal, if If it is, it is determined that the local online terminal is a second-type voice receiving terminal located around the voice sending terminal, wherein the second distance is less than the first distance, and the fan angle of the second sector area is The voice sending terminal corresponds to the current non-player perspective in the multiplayer VR scene. The corresponding current non-player perspective of the voice sending terminal is a perspective opposite to the current perspective of the voice-producing player in the multiplayer VR scene, and the parameters of the perspective may be obtained based on the corresponding current player perspective of the voice sending terminal. Since the main direction of propagation after a person emits a sound is straight forward, the propagation distance toward the rear will be significantly lower than that of the front. Therefore, the second distance needs to be set to be smaller than the first distance, so as to ensure the authenticity of the virtual reality VR. Therefore, if the local online terminal is in the second sector area, it indicates that the local online player is behind the voice emitting player in the multiplayer VR scene. If the local online terminal is used as the voice receiving terminal for the voice data , It will also greatly match the real scene and further enhance the reality of VR.
考虑在真实场景中,对于语音发出玩家后方的声音传播路径会包括衍射、反射或漫射等复杂方式,进而导致存在明显的信号衰落及噪声增强等现象,因此为了进一步提升虚拟现实VR的真实度,还包括:在展示所述语音数据之前,对所述语音数据进行衰减处理。所述衰减处理的具体方式为现有方式,可以但不限于包括降低音量和/或插入噪声等方式。Considering that in a real scene, the sound propagation path behind the player will include diffraction, reflection, or diffusion, which will cause obvious signal fading and noise enhancement. Therefore, in order to further enhance the reality of virtual reality VR , Further comprising: performing attenuation processing on the voice data before displaying the voice data. The specific method of the attenuation processing is an existing method, which may include, but is not limited to, methods such as volume reduction and/or noise insertion.
实施例十Example ten
本实施例在实施例一的基础上,还具体提出了另一种与实施例九不同的且如何判断本地在线终端是否为位于所述语音发送终端周围的语音接收终端的技术方案,即在所述步骤S202中,按照如下方式判断本地在线终端是否位于所述语音发送终端周围:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述本地在线终端的当前玩家位置为中心且以第三距离为半径的第三扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第三类语音接收终端,其中,所述第三扇形区域的扇形角为所述本地在线终端在多人VR场景中的对应当前玩家视角。On the basis of the first embodiment, this embodiment also specifically proposes another technical solution that is different from the ninth embodiment and how to judge whether the local online terminal is a voice receiving terminal located around the voice sending terminal, that is, in the In step S202, it is determined whether the local online terminal is located around the voice sending terminal according to the following method: according to the current player position of the voice emitting terminal, it is determined whether the voice emitting terminal is a current player using the local online terminal If it is in a third sector area with a position as the center and a third distance as a radius, it is determined that the local online terminal is a third-type voice receiving terminal located around the voice sending terminal, wherein the third sector The fan-shaped angle of the area is the corresponding current player perspective of the local online terminal in the multiplayer VR scene.
与实施例三类似的,在上述方式中,所述本地在线终端的对应当前玩家视角即为在线玩家在多人VR场景中的当前视角,该视角的参数在本地产生。上述提出了一种基于所述本地在线终端的对应当前玩家视角来确定是否位于所述语音发送终端的周围的技术方案,虽然会导致VR真实度因不完全匹配声音传播原理而不及实施例九,但是可以使得本地在线终端能够根据接收方视角来选择想要倾听的目标或突出其关注目标的语音数据,提升本地在线玩家的倾听自由度。Similar to the third embodiment, in the above manner, the corresponding current player perspective of the local online terminal is the current perspective of the online player in the multiplayer VR scene, and the parameters of the perspective are generated locally. The above proposes a technical solution for determining whether it is located around the voice sending terminal based on the corresponding current player perspective of the local online terminal, although it may cause the reality of VR to be inferior to the ninth embodiment because it does not completely match the sound propagation principle. However, the local online terminal can select the target to be listened to or highlight the voice data of the target according to the perspective of the receiver, which improves the listening freedom of the local online player.
与实施例九类似的,若所述语音发出终端未位于所述第三扇形区域内,则还包括:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述本地在线终端的当前玩家位置为中心且以第四距离为半径的第四扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第四类语音接收终端,其中,所述第四距离小于所述第三距离,所述第四扇形区域的扇形角为所述本地在线终端在多人VR场景中的对应当前非玩家视角。所述本地在线终端的对应当前非玩家视角即为与本地在线玩家在多人VR场景中的当前视角相反的视角,该视角的参数也可基于所述本地在线终端的对应当前玩家视角而得。此外,也可在展示所述语音数据之前,对所述语音数据进行衰减处理。Similar to the ninth embodiment, if the voice emitting terminal is not located in the third sector area, the method further includes: judging whether the voice emitting terminal is in a position of the voice emitting terminal according to the current player position of the voice emitting terminal. If the current player position of the local online terminal is in the fourth fan-shaped area centered on the fourth distance and the radius is the fourth distance, it is determined that the local online terminal is a fourth-type voice receiving terminal located around the voice sending terminal, where The fourth distance is smaller than the third distance, and the fan angle of the fourth fan-shaped area is the corresponding current non-player perspective of the local online terminal in the multiplayer VR scene. The corresponding current non-player perspective of the local online terminal is the perspective opposite to the current perspective of the local online player in the multiplayer VR scene, and the parameters of the perspective may also be obtained based on the corresponding current player perspective of the local online terminal. In addition, before displaying the voice data, the voice data may be attenuated.
实施例十一Example 11
如图6所示,本实施例提供了一种实现实施例八至实施例十中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法的硬件装置,包括通信连接的接收单元和展示单元;所述接收单元,用于接收由服务器转发的且来自语音发送终端的语音数据;所述展示单元,用于根据本地在线终端和所述语音发送终端在多人VR场景中的对应当前玩家位置,判断本地在线终端是否为位于所述语音发送终端周围的语音接收终端,若是,则输出展示所述 语音数据,否则终止展示所述语音数据。As shown in FIG. 6, this embodiment provides a hardware device that implements the method for processing interactive voice data in a multi-person VR scene described in any one of the eighth to the tenth embodiment, including the receiving of a communication connection Unit and display unit; the receiving unit is used to receive the voice data forwarded by the server and from the voice sending terminal; the display unit is used to respond to the local online terminal and the voice sending terminal in a multi-person VR scene Corresponding to the current player position, determine whether the local online terminal is a voice receiving terminal located around the voice sending terminal, and if so, output and display the voice data; otherwise, stop displaying the voice data.
本实施例提供的前述装置的工作过程、工作细节和技术效果,可以参见实施例八至实施例十中任意一个所述的方法,于此不再赘述。For the working process, working details, and technical effects of the aforementioned device provided in this embodiment, reference may be made to the method described in any one of Embodiment 8 to Embodiment 10, and will not be repeated here.
实施例十二Example 12
如图7所示,本实施例提供了一种执行实施例八至实施例十中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法的终端设备,包括依次通信相连的存储器、处理器和收发器,其中,所述存储器用于存储计算机程序,所述收发器用于收发数据,所述处理器用于读取所述计算机程序,执行如实施例八至实施例十中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法。具体举例的,所述存储器可以但不限于包括随机存取存储器(RAM)、只读存储器(ROM)、闪存(Flash Memory)、先进先出存储器(FIFO)和/或先进后出存储器(FILO)等等;所述收发器可以但不限于包括WiFi(无线保真)无线收发器、蓝牙无线收发器、GPRS(General Packet Radio Service,通用分组无线服务技术)无线收发器和/或ZigBee(紫蜂协议,基于IEEE802.15.4标准的低功耗局域网协议)无线收发器等;所述处理器可以不限于采用型号采用STM32F105系列的微处理器。此外,所述终端设备还可以但不限于包括有电源模块、显示屏和其它必要的部件。As shown in FIG. 7, this embodiment provides a terminal device that executes the method for processing interactive voice data in a multi-person VR scene described in any one of the eighth to the tenth embodiment. A memory, a processor, and a transceiver, wherein the memory is used to store a computer program, the transceiver is used to send and receive data, and the processor is used to read the computer program and execute any of the eight to tenth embodiments. A method for processing interactive voice data in a multi-person VR scene. For specific examples, the memory may include, but is not limited to, random access memory (RAM), read only memory (ROM), flash memory (Flash Memory), first-in first-out memory (FIFO), and/or first-in-last-out memory (FILO) Etc.; the transceiver may include, but is not limited to, a WiFi (Wireless Fidelity) wireless transceiver, a Bluetooth wireless transceiver, a GPRS (General Packet Radio Service, general packet radio service technology) wireless transceiver and/or ZigBee (Zigbee) Protocol, a low-power local area network protocol based on the IEEE802.15.4 standard) wireless transceiver, etc.; the processor may not be limited to adopting a microprocessor of the STM32F105 series. In addition, the terminal device may also include, but is not limited to, a power supply module, a display screen, and other necessary components.
本实施例提供的前述终端设备的工作过程、工作细节和技术效果,可以参见实施例八至实施例十中任意一个所述的方法,于此不再赘述。For the working process, working details, and technical effects of the foregoing terminal device provided in this embodiment, reference may be made to the method described in any one of Embodiment 8 to Embodiment 10, and details are not described herein again.
实施例十三Embodiment 13
本实施例提供了一种存储包含实施例八至实施例十中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法的指令的计算机可读存储介质,即所述计算机可读存储介质上存储有指令,当所述指令在计算机上运行时,执行如实施例八至实施例十中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法。其中,所述计算机可读存储介质是指存储数据的载体,可以但不限于包括软盘、光盘、硬盘、闪存、优盘和/或记忆棒(Memory Stick)等,所述计算机可以是通用计算机、专用计算机、计算机网络、或者其他可编程装置。This embodiment provides a computer-readable storage medium that stores instructions containing the method for processing interactive voice data in a multi-person VR scene described in any one of the eighth to tenth embodiments, that is, the computer can Instructions are stored on the read storage medium, and when the instructions are run on a computer, the method for processing interactive voice data in a multi-person VR scene as described in any one of Embodiment 8 to Embodiment 10 is executed. Wherein, the computer-readable storage medium refers to a carrier for storing data, which can include, but is not limited to, a floppy disk, an optical disk, a hard disk, a flash memory, a USB flash drive, and/or a memory stick (Memory Stick), etc. The computer may be a general-purpose computer, a dedicated Computers, computer networks, or other programmable devices.
本实施例提供的前述计算机可读存储介质的工作过程、工作细节和技术效果,可以参见实施例八至实施例十中任意一个所述的方法,于此不再赘述。For the working process, working details, and technical effects of the aforementioned computer-readable storage medium provided in this embodiment, reference may be made to the method described in any one of Embodiment 8 to Embodiment 10, and will not be repeated here.
实施例十四Example Fourteen
本实施例提供了一种包含指令的计算机程序产品,当所述指令在计算机上运行时,使所述计算机执行如实施例八至实施例十中任意一个所述在多人VR场景中对交互式语音数据进行处理的方法。其中,所述计算机可以是通用计算机、专用计算机、计算机网络、或者其他可编程装置。This embodiment provides a computer program product containing instructions. When the instructions run on a computer, the computer executes the interaction in a multi-person VR scene as described in any one of the eighth to tenth embodiments. The method of processing voice data. Wherein, the computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices.
以上所描述的多个实施例仅仅是示意性的,若涉及到作为分离部件说明的单元,其可以 是或者也可以不是物理上分开的;若涉及到作为单元显示的部件,其可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。本领域普通技术人员在不付出创造性的劳动的情况下,即可以理解并实施。The multiple embodiments described above are merely illustrative. If it relates to a unit described as a separate component, it may or may not be physically separate; if it relates to a component displayed as a unit, it may or may not be physically separate. It may not be a physical unit, that is, it may be located in one place, or it may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments. Those of ordinary skill in the art can understand and implement it without creative work.
以上实施例仅用以说明本发明的技术方案,而非对其限制;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:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换。而这些修改或者替换,并不使相应技术方案的本质脱离本发明各实施例技术方案的精神和范围。The above embodiments are only used to illustrate the technical solutions of the present invention, not to limit them; although the present invention has been described in detail with reference to the foregoing embodiments, a person of ordinary skill in the art should understand that: The recorded technical solutions shall be modified or some of the technical features shall be equivalently replaced. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.
最后应说明的是,本发明不局限于上述可选的实施方式,任何人在本发明的启示下都可得出其他各种形式的产品。上述具体实施方式不应理解成对本发明的保护范围的限制,本发明的保护范围应当以权利要求书中界定的为准,并且说明书可以用于解释权利要求书。Finally, it should be noted that the present invention is not limited to the above-mentioned optional embodiments, and anyone can derive other products in various forms under the enlightenment of the present invention. The above-mentioned specific embodiments should not be construed as limiting the scope of protection of the present invention, and the scope of protection of the present invention should be defined in the claims, and the description can be used to interpret the claims.

Claims (10)

  1. 一种在多人VR场景中对交互式语音数据进行处理的方法,其特征在于,适用于在服务器侧执行,包括:A method for processing interactive voice data in a multi-person VR scene, characterized in that it is suitable for execution on the server side, and includes:
    接收来自语音发送终端的语音数据;Receive voice data from the voice sending terminal;
    根据所有在线终端在多人VR场景中的对应当前玩家位置,寻找位于所述语音发送终端周围的语音接收终端,其中,所有在线终端包括所述语音发送终端;Searching for voice receiving terminals located around the voice sending terminal according to the corresponding current player positions of all online terminals in the multiplayer VR scene, where all online terminals include the voice sending terminal;
    向寻找到的语音接收终端转发所述语音数据。The voice data is forwarded to the found voice receiving terminal.
  2. 如权利要求1所述的在多人VR场景中对交互式语音数据进行处理的方法,其特征在于,针对某个非语音发送终端的在线终端,按照如下方式判断是否位于所述语音发送终端的周围:The method for processing interactive voice data in a multi-person VR scene according to claim 1, wherein for an online terminal of a non-voice sending terminal, it is determined whether it is located at the voice sending terminal in the following manner. around:
    根据所述在线终端的当前玩家位置,判断所述在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第一距离为半径的第一扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第一类语音接收终端,其中,所述第一扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前玩家视角;According to the current player position of the online terminal, it is determined whether the online terminal is in a first fan-shaped area centered on the current player position of the voice sending terminal and the radius is a first distance. The online terminal is a first-type voice receiving terminal located around the voice sending terminal, wherein the fan angle of the first sector area is the corresponding current player perspective of the voice sending terminal in a multiplayer VR scene;
    或者,根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述在线终端的当前玩家位置为中心且以第三距离为半径的第三扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第三类语音接收终端,其中,所述第三扇形区域的扇形角为所述在线终端在多人VR场景中的对应当前玩家视角。Or, according to the current player position of the voice emitting terminal, it is determined whether the voice emitting terminal is in a third fan-shaped area centered on the current player position of the online terminal and the third distance is the radius, if it is, Then it is determined that the online terminal is a third-type voice receiving terminal located around the voice sending terminal, wherein the fan angle of the third sector area is the corresponding current player perspective of the online terminal in the multiplayer VR scene.
  3. 如权利要求2所述的在多人VR场景中对交互式语音数据进行处理的方法,其特征在于:The method for processing interactive voice data in a multi-person VR scene as claimed in claim 2, characterized in that:
    若所述在线终端未位于所述第一扇形区域内,则还包括:根据所述在线终端的当前玩家位置,判断所述在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第二距离为半径的第二扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第二类语音接收终端,其中,所述第二距离小于所述第一距离,所述第二扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前非玩家视角;If the online terminal is not located in the first sector area, the method further includes: judging whether the online terminal is located at a center and centered on the current player position of the voice sending terminal according to the current player position of the online terminal In a second sector area with a second distance as a radius, if it is, it is determined that the online terminal is a second-type voice receiving terminal located around the voice sending terminal, wherein the second distance is smaller than the first voice receiving terminal. Distance, the sector angle of the second sector area is the corresponding current non-player perspective of the voice sending terminal in the multiplayer VR scene;
    或者,若所述语音发出终端未位于所述第三扇形区域内,则还包括:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述在线终端的当前玩家位置为中心且以第四距离为半径的第四扇形区域内,若在,则判定所述在线终端为位于所述语音发送终端周围的第四类语音接收终端,其中,所述第四距离小于所述第三距离,所述第四扇形区域的扇形角为所述在线终端在多人VR场景中的对应当前非玩家视角。Alternatively, if the voice emitting terminal is not located in the third sector area, the method further includes: judging whether the voice emitting terminal is a current player using the online terminal according to the current player position of the voice emitting terminal If it is in a fourth fan-shaped area with a location as the center and a fourth distance as a radius, it is determined that the online terminal is a fourth-type voice receiving terminal located around the voice sending terminal, wherein the fourth distance is less than The third distance and the fan angle of the fourth fan-shaped area are the corresponding current non-player viewing angles of the online terminal in the multiplayer VR scene.
  4. 如权利要求3所述的在多人VR场景中对交互式语音数据进行处理的方法,其特征在于:针对寻找到的第二类语音接收终端或第四类语音接收终端,在转发所述语音数据之前,对所述语音数据进行衰减处理。The method for processing interactive voice data in a multi-person VR scene as claimed in claim 3, characterized in that: for the second type of voice receiving terminal or the fourth type of voice receiving terminal that is found, the voice is forwarded Before data, attenuation processing is performed on the voice data.
  5. 一种在多人VR场景中对交互式语音数据进行处理的装置,包括依次通信连接的语音数据接收单元、接收终端寻找单元和语音数据转发单元;A device for processing interactive voice data in a multi-person VR scene, including a voice data receiving unit, a receiving terminal search unit, and a voice data forwarding unit that are sequentially connected in communication;
    所述语音数据接收单元,用于接收来自语音发送终端的语音数据;The voice data receiving unit is used to receive voice data from a voice sending terminal;
    所述接收终端寻找单元,用于根据所有在线终端在多人VR场景中的对应当前玩家位置, 寻找位于所述语音发送终端周围的语音接收终端,其中,所有在线终端包括所述语音发送终端;The receiving terminal searching unit is configured to search for voice receiving terminals located around the voice sending terminal according to the corresponding current player positions of all online terminals in the multiplayer VR scene, where all online terminals include the voice sending terminal;
    所述语音数据转发单元,用于向寻找到的语音接收终端转发所述语音数据。The voice data forwarding unit is used to forward the voice data to the found voice receiving terminal.
  6. 一种计算机设备,其特征在于:包括依次通信相连的存储器、处理器和收发器,其中,所述存储器用于存储计算机程序,所述收发器用于收发数据,所述处理器用于读取所述计算机程序,执行如权利要求1~4中任意一项所述的方法。A computer device, characterized in that it comprises a memory, a processor, and a transceiver connected in sequence in communication, wherein the memory is used to store a computer program, the transceiver is used to send and receive data, and the processor is used to read the A computer program that executes the method according to any one of claims 1 to 4.
  7. 一种计算机可读存储介质,其特征在于:所述计算机可读存储介质上存储有指令,当所述指令在计算机上运行时,执行如权利要求1~4中任意一项所述的方法。A computer-readable storage medium, characterized in that instructions are stored on the computer-readable storage medium, and when the instructions are run on a computer, the method according to any one of claims 1 to 4 is executed.
  8. 一种在多人VR场景中对交互式语音数据进行处理的方法,其特征在于,适用于在终端侧执行,包括:A method for processing interactive voice data in a multi-person VR scene, characterized in that it is suitable for execution on the terminal side, and includes:
    接收由服务器转发的且来自语音发送终端的语音数据;Receive the voice data forwarded by the server and from the voice sending terminal;
    根据本地在线终端和所述语音发送终端在多人VR场景中的对应当前玩家位置,判断本地在线终端是否为位于所述语音发送终端周围的语音接收终端,若是,则输出展示所述语音数据,否则终止展示所述语音数据。According to the corresponding current player positions of the local online terminal and the voice sending terminal in the multiplayer VR scene, determine whether the local online terminal is a voice receiving terminal located around the voice sending terminal, and if so, output and display the voice data, Otherwise, stop displaying the voice data.
  9. 如权利要求8所述的在多人VR场景中对交互式语音数据进行处理的方法,其特征在于,按照如下方式判断本地在线终端是否位于所述语音发送终端周围:8. The method for processing interactive voice data in a multi-person VR scene according to claim 8, characterized in that it is determined whether a local online terminal is located around the voice sending terminal in the following manner:
    根据所述本地在线终端的当前玩家位置,判断所述本地在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第一距离为半径的第一扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第一类语音接收终端,其中,所述第一扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前玩家视角;According to the current player position of the local online terminal, it is determined whether the local online terminal is in a first fan-shaped area centered on the current player position of the voice sending terminal and the radius is a first distance; if it is, then It is determined that the local online terminal is a first-type voice receiving terminal located around the voice sending terminal, wherein the fan angle of the first sector area is the corresponding current player perspective of the voice sending terminal in a multiplayer VR scene ;
    或者,根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述本地在线终端的当前玩家位置为中心且以第三距离为半径的第三扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第三类语音接收终端,其中,所述第三扇形区域的扇形角为所述本地在线终端在多人VR场景中的对应当前玩家视角。Or, according to the current player position of the voice emitting terminal, it is determined whether the voice emitting terminal is in a third sector area centered on the current player position of the local online terminal and the third distance is the radius. , It is determined that the local online terminal is a third-type voice receiving terminal located around the voice sending terminal, wherein the fan angle of the third sector area is the corresponding current of the local online terminal in the multi-person VR scene Player's perspective.
  10. 如权利要求9所述的在多人VR场景中对交互式语音数据进行处理的方法,其特征在于:The method for processing interactive voice data in a multi-person VR scene as claimed in claim 9, characterized in that:
    若所述本地在线终端未位于所述第一扇形区域内,则还包括:根据所述本地在线终端的当前玩家位置,判断所述本地在线终端是否处于一个以所述语音发送终端的当前玩家位置为中心且以第二距离为半径的第二扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第二类语音接收终端,其中,所述第二距离小于所述第一距离,所述第二扇形区域的扇形角为所述语音发送终端在多人VR场景中的对应当前非玩家视角;If the local online terminal is not located in the first sector area, the method further includes: judging whether the local online terminal is in a current player position of the voice sending terminal according to the current player position of the local online terminal If it is in the second sector area centered and the second distance is the radius, it is determined that the local online terminal is a second-type voice receiving terminal located around the voice sending terminal, wherein the second distance is less than The first distance and the fan angle of the second fan-shaped area are the corresponding current non-player perspective of the voice sending terminal in the multiplayer VR scene;
    或者,若所述语音发出终端未位于所述第三扇形区域内,则还包括:根据所述语音发出终端的当前玩家位置,判断所述语音发出终端是否处于一个以所述本地在线终端的当前玩家位置为中心且以第四距离为半径的第四扇形区域内,若在,则判定所述本地在线终端为位于所述语音发送终端周围的第四类语音接收终端,其中,所述第四距离小于所述第三距离,所述第四扇形区域的扇形角为所述本地在线终端在多人VR场景中的对应当前非玩家视角。Alternatively, if the voice emitting terminal is not located in the third sector area, the method further includes: judging whether the voice emitting terminal is in a current player location based on the local online terminal according to the current player position of the voice emitting terminal. The player’s position is the center and the fourth distance is the radius of the fourth fan-shaped area. The distance is less than the third distance, and the fan angle of the fourth sector area is the corresponding current non-player perspective of the local online terminal in the multiplayer VR scene.
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