CN1534503A - Method, system and storage medium for realizing real-time video-audio session in network game - Google Patents
Method, system and storage medium for realizing real-time video-audio session in network game Download PDFInfo
- Publication number
- CN1534503A CN1534503A CNA031088600A CN03108860A CN1534503A CN 1534503 A CN1534503 A CN 1534503A CN A031088600 A CNA031088600 A CN A031088600A CN 03108860 A CN03108860 A CN 03108860A CN 1534503 A CN1534503 A CN 1534503A
- Authority
- CN
- China
- Prior art keywords
- real
- time
- audio
- network
- video signal
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Images
Landscapes
- Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
- Data Exchanges In Wide-Area Networks (AREA)
Abstract
Description
(1)技术领域(1) Technical field
本发明是有关于一种影音会谈的方法,特别是有关于一种以影音同步技术实现于网络游戏中进行实时影音会谈的方法。The present invention relates to a method for audio-visual conversation, in particular to a method for realizing real-time audio-visual conversation in online games by means of audio-video synchronization technology.
(2)背景技术(2) Background technology
一般网络游戏的系统架构是以一网络游戏服务器及多个网络游戏客户端的架构为主,网络游戏服务器用以处理及保存由游戏客户端传来的数据,游戏客户端则用以显示游戏的画面及使用者与网络游戏间的互动。换言之,所有网络游戏客户端的数据均送至网络游戏服务器进行处理及运算。而实时影音会谈是利用游戏客户端计算机上的摄影机及麦克风,通过网络传送实时影音数据,以便与其它网络游戏客户端进行会谈。The system architecture of a general online game is based on an online game server and multiple online game clients. The online game server is used to process and save the data transmitted by the game client, and the game client is used to display the game screen. And the interaction between users and online games. In other words, all the data of the online game clients are sent to the online game server for processing and computation. The real-time audio-visual meeting is to use the camera and microphone on the game client computer to transmit real-time audio-visual data through the network, so as to conduct talks with other online game clients.
现行的网络游戏的系统架构无法支持于网络游戏中同时进行实时影音会谈的功能,主要技术困难有三。其一,当网络游戏以三度空间动画独占屏幕画面时,便无法再显示实时视讯画面,现行的视讯数据处理技术无法在三度空间动画独占屏幕画面时,同时显示实时视讯画面。其二,视讯与音讯数据的编译码及传输若均以网络游戏服务器进行,则其负担(load)及频宽(band width)均无法负荷,相对地影响网络游戏执行的速度。其三,实时视讯画面与实时音讯若无法达到同步则影响实时影音会谈的效果。The current system architecture of online games cannot support the function of simultaneous real-time video and audio conversations in online games. There are three main technical difficulties. First, when an online game uses a three-dimensional animation to monopolize the screen, it cannot display a real-time video image. The current video data processing technology cannot simultaneously display a real-time video image when the three-dimensional animation monopolizes the screen. Second, if the encoding, decoding and transmission of video and audio data are all carried out by the online game server, its load and bandwidth will not be able to bear the load, which relatively affects the execution speed of the online game. Third, if the real-time video image and the real-time audio cannot be synchronized, the effect of the real-time video conference will be affected.
以影音同步技术而言,若由传送的网络游戏客户端撷取影音数据后,直接通过网络传送至接收的网络游戏客户端,而接收的网络游戏客户端直接播放所接收到的影音数据。在网络频宽良好且数据处理的能力足以负担的情形下,可完成影音同步的要求。但若传送的网络游戏客户端、传输网络或接收的网络游戏客户端稍有延迟,则影音便会产生不同步的现象,而且此不同步的现象会随着时间持续累积。实际使用时,现行的网络游戏的网络频宽及数据处理的能力并无法负担影音同步的需求,因此,目前的网络游戏并不支持于网络游戏中同时进行实时影音会谈的功能。In terms of audio-visual synchronization technology, if the audio-visual data is captured by the transmitting online game client, it is directly transmitted to the receiving online game client through the network, and the receiving online game client directly plays the received audio-visual data. When the network bandwidth is good and the data processing capacity is sufficient, the video and audio synchronization requirements can be fulfilled. However, if the transmitting online game client, the transmission network or the receiving online game client are slightly delayed, the audio and video will be out of sync, and the out of sync will continue to accumulate over time. In actual use, the network bandwidth and data processing capabilities of current online games cannot afford the demand for video and audio synchronization. Therefore, current online games do not support the function of simultaneous real-time audio and video conversations in online games.
(3)发明内容(3) Contents of the invention
有鉴于此,本发明的目的就在于以网络游戏客户端与网络游戏客户端间建立网络传输信道的方式,将实时影音数据于网络游戏客户端进行压缩编码及封装工作,并传输至其它网络游戏客户端。而接收到实时影音数据的网络游戏客户端,便进行影音数据译码,并配合「同时支持实时视讯流及三度空间动画」模块,使得当网络游戏以三度空间动画独占屏幕画面时,还可同时显示实时视讯画面,另以声卡通过耳机、喇叭支持播放音讯数据。In view of this, the object of the present invention is to compress, encode and package the real-time video and audio data at the online game client by establishing a network transmission channel between the online game client and the online game client, and transmit it to other online games. client. The online game client that receives real-time audio-visual data decodes the audio-visual data, and cooperates with the module of "supporting real-time video streaming and three-dimensional animation at the same time", so that when the online game uses three-dimensional animation to monopolize the screen, it can also be played. Real-time video images can be displayed at the same time, and audio data can be played through headphones and speakers with a sound card.
「同时支持实时视讯流及三度空间动画」模块是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到同时显示的目的。"Support real-time video streaming and three-dimensional animation at the same time" module is to use real-time video data as a texture map and mix it into the game screen of online games to achieve the purpose of simultaneous display.
为实现上述目的,本发明提出一种以影音同步技术实现于网络游戏进行实时影音会谈的方法。首先,于网络游戏客户端之间建立网络传输信道,网络游戏客户端执行网络游戏并联机至网络游戏服务器,此网络传输信道不经过网络游戏服务器。网络传输信道的建立是由网络游戏客户端,根据通讯簿指定或直接指定欲进行实时影音会谈的网络游戏客户端的网络地址,通讯簿可包括所有可进行实时影音会谈的网络游戏客户端的网络地址。网络游戏客户端发出接续要求至欲进行实时影音会谈的网络游戏客户端,再由被指定的网络游戏客户端根据接续要求建立网络传输信道。In order to achieve the above object, the present invention proposes a method for realizing real-time audio-visual conversations in online games using audio-video synchronization technology. Firstly, a network transmission channel is established between the network game clients. The network game clients execute the network game and connect to the network game server. The network transmission channel does not go through the network game server. The network transmission channel is established by the network game client, specifying or directly specifying the network addresses of the network game clients who want to conduct real-time audio-visual conversations according to the address book. The online game client sends a connection request to the online game client that wants to conduct a real-time audio-visual conversation, and then the designated online game client establishes a network transmission channel according to the connection request.
接着,于网络游戏客户端撷取实时视讯数据以及实时音讯数据。将实时视讯数据压缩编码为视讯数据框架,将实时音讯数据压缩编码为音讯数据框架,封装视讯数据框架以及音讯数据框架为网络传输封包,并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。然后,通过网络传输信道,将网络传输封包传送至其它网络游戏客户端。Then, the real-time video data and real-time audio data are retrieved at the online game client. Compress and encode real-time video data into a video data frame, compress and encode real-time audio data into an audio data frame, encapsulate the video data frame and audio data frame into a network transmission packet, and add a time stamp to the network transmission packet. The time stamp represents real time The synchronization relationship between the audio data and the real-time video data is the time information for generating the real-time audio data and the real-time video data. Then, the network transmission packet is transmitted to other online game clients through the network transmission channel.
当网络传输信道的频宽无法支持同时传送实时视讯数据以及实时音讯数据时,实时音讯数据的优先权高于实时视讯数据,也就是网络传输封包会以实时音讯数据为优先考虑。以音讯数据为优先考虑的优点在于音讯数据可压缩至非常小,因此即使在网络频宽相当不足的情形下,仍可维持音讯数据的实时性,达到实时影音会谈的基本要求。When the bandwidth of the network transmission channel cannot support simultaneous transmission of real-time video data and real-time audio data, the priority of the real-time audio data is higher than that of the real-time video data, that is, the network transmission packet will give priority to the real-time audio data. The advantage of giving priority to audio data is that audio data can be compressed to a very small size, so even in the case of insufficient network bandwidth, the real-time performance of audio data can still be maintained, meeting the basic requirements of real-time audio-visual conversations.
最后,接收网络传输封包的网络游戏客户端会将网络传输封包译码为视讯数据以及音讯数据,根据时间标签同步实时音讯数据和实时视讯数据,并显示视讯数据及播放音讯数据,实现于网络游戏中同时进行实时影音会谈的目的。显示视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到同时显示的目的。Finally, the online game client receiving the network transmission packet will decode the network transmission packet into video data and audio data, synchronize the real-time audio data and real-time video data according to the time tag, and display the video data and play the audio data, which is realized in the online game The purpose of conducting real-time audio-visual conferences at the same time. Displaying video data is to use real-time video data as a texture map and mix it into the game screen of online games to achieve the purpose of simultaneous display.
影音同步的重点在于,如何于播放影音数据的网络游戏客户端维持正确的时间信息,当播放影音数据的网络游戏客户端即为撷取影音数据的网络游戏客户端时,影音数据的同步播放并不会产生问题,因为撷取影音数据的系统时间与播放影音数据的系统时间相同。当撷取影音数据的网络游戏客户端与播放影音数据的网络游戏客户端不同时,则需以播放影音数据的网络游戏客户端系统时间,加上前述时间标签以作为播放实时音讯数据以及显示实时视讯数据的时间。The key point of audio-visual synchronization is how to maintain correct time information on the online game client playing audio-visual data. There will be no problem, because the system time of retrieving audiovisual data is the same as the system time of playing audiovisual data. When the online game client that captures the audio-visual data is different from the online game client that plays the audio-visual data, the system time of the online game client that plays the audio-visual data needs to be added with the aforementioned time stamp as the real-time audio data for playback and real-time display. The time of the video data.
另外,将网络传输封包译码为视讯数据以及音讯数据时,因为网络传输封包是以音讯数据为优先考虑,因此可能会产生网络传输封包所传输的视讯数据框架少于原有视讯数据框架的情形,加上网络传输封包于译码时,也可能因视讯数据压缩的参照性(IPB参照编码),丢弃(drop)网络传输封包中的数据框架。因此,影音同步则需以前述时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,获得影音同步的效果。此同步的动作可在影音数据译码前或影音数据译码后进行。In addition, when decoding the network transmission packet into video data and audio data, because the network transmission packet is given priority to the audio data, it may happen that the video data frame transmitted by the network transmission packet is less than the original video data frame , and when the network transmission packet is decoded, the data frame in the network transmission packet may also be discarded (drop) due to the reference of video data compression (IPB reference encoding). Therefore, the audio-video synchronization needs to display the real-time video data at intervals based on the aforementioned time stamp and the quantity of the real-time video data, so as to obtain the effect of audio-video synchronization. This synchronous action can be performed before or after decoding the video and audio data.
其次,本发明提出一种以影音同步技术实现于网络游戏进行实时影音会谈的系统,包括网络游戏服务器以及多个网络游戏客户端。网络游戏服务器执行网络游戏主程序。网络游戏客户端,包括欲进行实时影音会谈的网络游戏客户端以及网络传输信道,网络游戏客户端与网络游戏服务器连接以进行网络游戏,网络传输信道连接欲进行实时影音会谈的网络游戏客户端。Secondly, the present invention proposes a system for realizing real-time audio-visual conversations in online games using audio-video synchronization technology, including an online game server and multiple online game clients. The network game server executes the main program of the network game. The online game client includes the online game client for real-time audio-visual conversation and the network transmission channel.
影音会谈传送方的网络游戏客户端包括实时数据撷取器、数据编码器、网络传输封装器以及网络传输器。实时数据撷取器,用以于网络游戏客户端撷取实时视讯数据以及实时音讯数据。数据编码器用以将实时视讯数据压缩编码产生视讯数据框架,以及将实时音讯数据压缩编码产生音讯数据框架。网络传输封装器,封装视讯数据框架以及音讯数据框架为网络传输封包并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。网络传输器,通过网络传输信道,将网络传输封包传送至接收网络游戏客户端。The online game client of the audio-visual conference transmitter includes a real-time data collector, a data encoder, a network transmission encapsulator and a network transmitter. The real-time data capture device is used for capturing real-time video data and real-time audio data on the online game client. The data encoder is used for compressing and encoding the real-time video data to generate a video data frame, and compressing and encoding the real-time audio data to generate an audio data frame. The network transmission wrapper encapsulates the video data frame and the audio data frame into a network transmission packet and adds a time tag to the network transmission packet. The time tag indicates the synchronization relationship between real-time audio data and real-time video data, which is to generate real-time audio data and real-time The time information of the video data. The network transmitter transmits the network transmission packet to the receiving network game client through the network transmission channel.
网络传输信道的建立是由网络游戏客户端,根据通讯簿指定或直接指定欲进行实时影音会谈的网络游戏客户端的网络地址,通讯簿可包括所有可进行实时影音会谈的网络游戏客户端的网络地址。网络游戏客户端发出接续要求至欲进行实时影音会谈的网络游戏客户端,再由被指定的网络游戏客户端根据接续要求建立网络传输信道。当网络传输信道的频宽无法支持同时传送实时视讯数据以及实时音讯数据时,实时音讯数据的优先权高于实时视讯数据,也就是网络传输封包会以实时音讯数据为优先考虑。The network transmission channel is established by the network game client, specifying or directly specifying the network addresses of the network game clients who want to conduct real-time audio-visual conversations according to the address book. The online game client sends a connection request to the online game client that wants to conduct a real-time audio-visual conversation, and then the designated online game client establishes a network transmission channel according to the connection request. When the bandwidth of the network transmission channel cannot support simultaneous transmission of real-time video data and real-time audio data, the priority of the real-time audio data is higher than that of the real-time video data, that is, the network transmission packet will give priority to the real-time audio data.
影音会谈接收方的网络游戏客户端包括数据译码器以及影音播放器。数据译码器用以将网络传输封包译码为实时视讯数据以及实时音讯数据。影音播放器,会将网络传输封包译码为视讯数据以及音讯数据,根据时间标签,同步实时音讯数据和实时视讯数据,并显示视讯数据及播放音讯数据。显示视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到画面同时显示的目的。前述同步是以网络游戏客户端的系统时间加上时间标签,作为播放实时音讯数据以及显示实时视讯数据的时间。或者,以时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,以获得实时影音会谈的效果。The online game client end of the receiver of the audio-visual conversation includes a data decoder and an audio-visual player. The data decoder is used for decoding the network transmission packet into real-time video data and real-time audio data. The audio-visual player decodes the network transmission packet into video data and audio data, synchronizes the real-time audio data and real-time video data according to the time stamp, and displays the video data and plays the audio data. Displaying video data is to use real-time video data as a texture map and mix it into the game screen of the online game to achieve the purpose of simultaneous display of the screen. The aforementioned synchronization uses the system time of the online game client plus a time tag as the time for playing real-time audio data and displaying real-time video data. Alternatively, the real-time video data is displayed at intervals based on the time stamp and the quantity of the real-time video data, so as to obtain the effect of a real-time audio-visual conversation.
另外,本发明提出一种以影音同步技术实现于网络游戏进行实时影音会谈的方法,其适用于一网络游戏客户端。网络游戏客户端联机至网络游戏服务器,以执行网络游戏并显示游戏画面至显示器上。首先,在网络游戏执行前,建立网络传输信道至外部网络游戏客户端,再执行网络游戏并连接至游戏服务器,网络传输信道不经过游戏服务器。In addition, the present invention proposes a method for realizing real-time audio-visual conversation in an online game using audio-video synchronization technology, which is applicable to an online game client. The online game client is connected to the online game server to execute the online game and display the game screen on the monitor. Firstly, before the online game is executed, a network transmission channel is established to the external online game client, and then the online game is executed and connected to the game server, and the network transmission channel does not pass through the game server.
接着,利用实时数据撷取器,撷取实时视讯数据和实时音讯数据。压缩编码实时视讯数据和实时音讯数据产生网络传输封包,并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。Then, use the real-time data extractor to capture real-time video data and real-time audio data. Compress and encode real-time video data and real-time audio data to generate network transmission packets, and add time tags to the network transmission packets. time information.
然后,通过网络传输信道,传送网络传输封包。网络传输信道的建立是由网络游戏客户端,根据通讯簿指定或直接指定外部网络游戏客户端的网络地址,通讯簿可包括所有外部网络游戏客户端的网络地址。网络游戏客户端发出接续要求至指定的网络游戏客户端,再由被指定的网络游戏客户端根据接续要求建立网络传输信道。当网络传输信道的频宽无法支持同时传送实时视讯数据以及实时音讯数据时,实时音讯数据的优先权高于实时视讯数据,也就是网络传输封包会以实时音讯数据为优先考虑。Then, the network transmission packet is transmitted through the network transmission channel. The network transmission channel is established by the network game client specifying or directly specifying the network addresses of the external network game clients according to the address book, and the address book may include the network addresses of all external network game clients. The online game client sends a connection request to a specified network game client, and then the specified network game client establishes a network transmission channel according to the connection request. When the bandwidth of the network transmission channel cannot support simultaneous transmission of real-time video data and real-time audio data, the priority of the real-time audio data is higher than that of the real-time video data, that is, the network transmission packet will give priority to the real-time audio data.
最后,网络游戏客户端通过网络传输信道,接收网络传输封包。并将网络传输封包解压缩/译码产生实时视讯数据和实时音讯数据。最后,在网络游戏执行中,根据时间标签,同步实时音讯数据和实时视讯数据,并播放实时音讯数据及显示实时视讯数据于游戏画面中。显示实时视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到同时显示的目的。前述同步是以网络游戏客户端的系统时间加上时间标签,作为播放实时音讯数据以及显示实时视讯数据的时间。或者,以时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,以获得实时影音会谈的效果。Finally, the online game client receives the network transmission packet through the network transmission channel. And decompress/decode the network transmission packet to generate real-time video data and real-time audio data. Finally, during the execution of the online game, the real-time audio data and the real-time video data are synchronized according to the time tag, and the real-time audio data is played and the real-time video data is displayed on the game screen. Displaying real-time video data is to use real-time video data as a texture map and mix it into the game screen of the online game to achieve the purpose of simultaneous display. The aforementioned synchronization uses the system time of the online game client plus a time tag as the time for playing real-time audio data and displaying real-time video data. Alternatively, the real-time video data is displayed at intervals based on the time stamp and the quantity of the real-time video data, so as to obtain the effect of a real-time audio-visual conversation.
另外,本发明提出一种储存媒体,用以储存一计算机程序,上述计算机程序用以加载至一计算机系统中并且使得上述计算机系统执行如上所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法。In addition, the present invention proposes a storage medium for storing a computer program, the computer program is used to load into a computer system and make the computer system execute the above-mentioned real-time audio-visual conference in online games using audio-visual synchronization technology Methods.
另外,本发明提出一种网络游戏计算机系统,其执行一网络游戏并且具有一储存媒体,上述储存媒体用以储存一计算机程序,上述计算机程序用以加载至上述网络游戏计算机系统中并且使得上述网络游戏计算机系统执行如上所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法。In addition, the present invention proposes an online game computer system, which executes an online game and has a storage medium for storing a computer program, and the computer program is used for loading into the above-mentioned online game computer system and making the above-mentioned network The game computer system executes the above-mentioned method for realizing real-time audio-visual conversations in online games using audio-video synchronization technology.
(4)附图说明(4) Description of drawings
图1是显示本发明所揭示的方法的执行流程图。FIG. 1 is a flowchart showing the implementation of the method disclosed in the present invention.
图2是显示本发明所揭示的系统的功能方块图。FIG. 2 is a functional block diagram showing the system disclosed in the present invention.
图3是显示本发明所揭示的系统的细部功能方块图。FIG. 3 is a detailed functional block diagram showing the system disclosed in the present invention.
图4(包括图4a及图4b)是显示本发明所揭示的实施例的示意图。FIG. 4 (comprising FIG. 4a and FIG. 4b ) is a schematic diagram showing an embodiment disclosed in the present invention.
(5)具体实施方式(5) specific implementation
请参照图1,图1是显示本发明所揭示的方法的执行流程图。首先,于网络游戏进行前,于网络游戏客户端之间建立网络传输信道(步骤S100),此网络传输信道可以任何标准网络协议建立,如传输控制协议/互联网协议(TCP/IP)等。此网络传输信道并不经过网络游戏服务器。网络传输信道的建立是由网络游戏客户端,根据通讯簿指定或直接指定欲进行实时影音会谈的网络游戏客户端的网络地址,通讯簿可包括所有可进行实时影音会谈的网络游戏客户端的网络地址。网络游戏客户端发出接续要求至欲进行实时影音会谈的网络游戏客户端,再由被指定的网络游戏客户端根据接续要求建立网络传输信道。接着,则可执行欲进行的网络游戏程序并连接至游戏服务器。Please refer to FIG. 1 . FIG. 1 is a flowchart showing the implementation of the method disclosed in the present invention. First, before the online game is played, a network transmission channel is established between the online game clients (step S100). The network transmission channel can be established with any standard network protocol, such as Transmission Control Protocol/Internet Protocol (TCP/IP). This network transmission channel does not go through the network game server. The network transmission channel is established by the network game client, specifying or directly specifying the network addresses of the network game clients who want to conduct real-time audio-visual conversations according to the address book. The online game client sends a connection request to the online game client that wants to conduct a real-time audio-visual conversation, and then the designated online game client establishes a network transmission channel according to the connection request. Then, the online game program to be played can be executed and connected to the game server.
然后,执行网络游戏程序并连接至网络游戏服务器(步骤S101)。于网络游戏客户端撷取实时视讯数据以及实时音讯数据(步骤S102)。实时视讯数据可利用摄影机(Camera)等视讯撷取装置(Video Capture Device)传入,而实时音讯数据则可利用麦克风(Microphone)等音讯撷取装置(Audio CaptureDevice)传入。Then, execute the online game program and connect to the online game server (step S101). Retrieve real-time video data and real-time audio data from the online game client (step S102). Real-time video data can be imported by using a video capture device such as a camera, while real-time audio data can be imported by using an audio capture device such as a microphone.
接着,将实时视讯数据压缩(compress)编码(encode)产生视讯数据框架(frame),以及将实时音讯数据压缩编码产生音讯数据框架(步骤S104)。此压缩编码可利用标准的压缩格式,如H.263、MPEG1/2/4、G723等,其作用在于将原本数量庞大的影音数据,经过压缩编码,缩小为适合网络传输的格式。Next, compress and encode the real-time video data to generate a video data frame, and compress and encode the real-time audio data to generate an audio data frame (step S104 ). This compression coding can use standard compression formats, such as H.263, MPEG1/2/4, G723, etc. Its function is to reduce the originally huge amount of video and audio data into a format suitable for network transmission after compression coding.
由于通过网络传输实时影音数据时,音讯顺畅及影音同步为最重要的考虑,因此本发明所提出的方法是以音讯数据框架为优先,封装视讯数据框架以及音讯数据框架为网络传输封包(步骤S106),以达到音讯顺畅及影音同步的效果。并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息(步骤S107)。Because when transmitting real-time audio-visual data through the network, audio-visual smoothness and audio-visual synchronization are the most important considerations, so the method proposed by the present invention takes the audio data frame as priority, and encapsulates the video-information data frame and the audio-visual data frame as network transmission packets (step S106 ) to achieve smooth audio and video-video synchronization. And add a time tag in the network transmission packet, the time tag represents the synchronization relationship between the real-time audio data and the real-time video data, that is, the time information for generating the real-time audio data and the real-time video data (step S107).
也就是当网络传输信道的频宽无法支持同时传送实时视讯数据以及实时音讯数据时,实时音讯数据的优先权高于实时视讯数据。此外在网络传输封包中会加入时间标签,作为实时视讯数据以及实时音讯数据同步的依据。That is, when the bandwidth of the network transmission channel cannot support simultaneous transmission of real-time video data and real-time audio data, the priority of the real-time audio data is higher than that of the real-time video data. In addition, a time stamp will be added to the network transmission packet as the basis for synchronizing real-time video data and real-time audio data.
然后,通过网络传输信道,将网络传输封包传送至其它网络游戏客户端(步骤S108)。最后,接收网络传输封包的网络游戏客户端会将网络传输封包译码为实时视讯数据以及实时音讯数据(步骤S110),并根据时间标签,同步实时音讯数据和实时视讯数据(步骤S111),播放实时音讯数据及显示实时视讯数据于游戏画面中(步骤S112)。显示视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到同时显示的目的。Then, transmit the network transmission packet to other online game clients through the network transmission channel (step S108). Finally, the online game client receiving the network transmission packet will decode the network transmission packet into real-time video data and real-time audio data (step S110), and synchronize the real-time audio data and real-time video data according to the time tag (step S111), and play Real-time audio data and display real-time video data on the game screen (step S112). Displaying video data is to use real-time video data as a texture map and mix it into the game screen of online games to achieve the purpose of simultaneous display.
步骤S111的同步是以播放影音的网络游戏客户端的系统时间加上时间标签,作为播放实时音讯数据以及显示实时视讯数据的时间。或者,以时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,即相同时间区间内显示较少的视讯数据,延迟每个视讯画面显示的时间,以达到影音同步的目的。The synchronization in step S111 is to add a time stamp to the system time of the online game client playing audio and video, as the time for playing real-time audio data and displaying real-time video data. Alternatively, the real-time video data is displayed at intervals based on the time stamp and the number of real-time video data, that is, less video data is displayed in the same time interval, and the display time of each video frame is delayed to achieve the purpose of video and audio synchronization.
步骤S111的同步动作也可置于步骤S110之前执行,其差别在于若先进行同步再进行译码,可能因译码器的不同还会有视讯数据的丢弃现象。若先进行译码再进行同步,则译码器所产生的视讯数据的丢弃现象已发生,故可掌握视讯数据的最终数量。The synchronization in step S111 can also be performed before step S110. The difference is that if synchronization is performed first and then decoding is performed, video data may be discarded due to different decoders. If the decoding is performed first and then the synchronization is performed, the discarding of the video data generated by the decoder has already occurred, so the final quantity of the video data can be grasped.
请参照图2,图2是显示本发明所揭示的系统的功能方块图。本发明提出一种于网络游戏进行实时影音会谈的系统,包括网络游戏服务器20以及多个网络游戏客户端24、26、28、30。网络游戏服务器20执行网络游戏主程序。网络游戏客户端24、26、28、30,包括欲进行实时影音会谈的网络游戏客户端24、26以及网络传输信道32,网络游戏客户端24、26、28、30与网络游戏服务器20连接形成网络游戏服务器网络22以进行网络游戏,网络游戏服务器网络22用以传输网络游戏客户端24、26、28、30的数据至网络游戏服务器20以进行运算、储存等,网络传输信道连32连接欲进行实时影音会谈的网络游戏客户端24、26。Please refer to FIG. 2 , which is a functional block diagram of the system disclosed in the present invention. The present invention proposes a system for conducting real-time audio-visual conversations in online games, including an
请参照图3,图3是显示本发明所揭示的系统的细部功能方块图。影音会谈传送方的网络游戏客户端300包括实时数据撷取器302、数据编码器304、网络传输封装器306以及网络传输器308。实时数据撷取器302,用以于网络游戏客户端撷取实时视讯数据以及实时音讯数据。实时数据撷取器302可以为分开的装置,分别撷取实时视讯数据以及实时音讯数据。也可设计为同一装置,同时撷取实时视讯数据以及实时音讯数据,再分别进行后续数据处理。实时数据撷取器302可以是摄影机以及麦克风等数据撷取装置。Please refer to FIG. 3 , which is a detailed functional block diagram of the system disclosed in the present invention. The
数据编码器304用以将实时视讯数据压缩编码产生视讯数据框架,以及将实时音讯数据压缩编码产生音讯数据框架。数据编码器304可以设计为分开的装置,分别进行实时视讯数据压缩编码以及实时音讯数据压缩编码,或者也可设计于同一装置中,分别对实时视讯数据及实时音讯数据进行压缩编码。The data encoder 304 is used for compressing and encoding the real-time video data to generate a video data frame, and compressing and encoding the real-time audio data to generate an audio data frame. The data encoder 304 can be designed as a separate device for compressing and encoding real-time video data and real-time audio data respectively, or can be designed in the same device for compressing and encoding real-time video data and real-time audio data respectively.
网络传输封装器306,是以音讯数据框架为优先,封装视讯数据框架以及音讯数据框架为网络传输封包,并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。网络传输器308,通过网络传输信道310,将网络传输封包传送至影音会谈接收方的网络游戏客户端320。举例而言,网络传输封装器306、网络传输器308及网络传输信道310均可以计算机可执行的程序语言撰写成模块,以实现上述功能。The
影音会谈接收方的网络游戏客户端320包括数据译码器322以及影音播放器324。数据译码器322,用以将网络传输封包译码为实时视讯数据以及实时音讯数据。数据译码器322可以设计为分开的装置,分别进行实时视讯数据译码以及实时音讯数据译码,或者也可设计于同一装置中,分别对实时视讯数据及实时音讯数据进行译码。前述的数据编码器304及数据译码器322均可以计算机可执行的程序语言撰写成模块,并于计算机中执行以完成所需的编译码功能。The
影音播放器324,会将网络传输封包译码过后的视讯数据以及音讯数据,根据时间标签,同步实时音讯数据和实时视讯数据,并显示视讯数据及播放音讯数据。显示实时视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,以声卡通过耳机、喇叭播放实时音讯数据,达到同时显示的目的。而进行实时影音会谈的网络游戏客户端,因影音会谈为双向会谈,会同时具有传送及接收的功能,即同时具有300及320所包含的组件及功能。The
举例而言,请参照图4,图4是显示本发明所揭示的实施例的示意图。建立网络传输信道50于网络游戏客户端之间,网络游戏客户端连接至网络游戏服务器并执行网络游戏。于网络游戏进行中,当网络游戏客户端欲进行实时影音会谈时,摄影机40于网络游戏客户端撷取实时视讯数据,麦克风42于网络游戏客户端撷取实时音讯数据。For example, please refer to FIG. 4 , which is a schematic diagram showing an embodiment disclosed in the present invention. A network transmission channel 50 is established between the online game clients, and the online game clients are connected to the online game server and execute the online game. When the online game is in progress, when the online game client wants to conduct a real-time audio-visual conversation, the camera 40 captures real-time video data at the online game client, and the microphone 42 captures real-time audio data at the online game client.
数据编码器44、46将实时视讯数据压缩编码为视讯数据框架440、442、444、446,假设共有P个,将实时音讯数据压缩编码为音讯数据框架460、462、464,假设共有L个。在本实施例中,网络传输封装器,是以音讯数据框架为优先,封装视讯数据框架以及音讯数据框架为网络传输封包48。亦即在一段时间区间内,会优先将音讯框架460纳入封包48中,剩余的频宽或时间再分配给视讯数据框架440至视讯数据框架442,并将音讯框架460与视讯数据框架440至442封装成网络传输封包48,例如仅有N个被纳入封包48中,而有(P-N)未纳入封包48中。并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。The data encoders 44 and 46 compress and encode the real-time video data into video data frames 440, 442, 444, 446, assuming there are P in total, and compress and encode the real-time audio data into audio data frames 460, 462, 464, assuming there are L in total. In this embodiment, the network transmission encapsulator takes the audio data frame as priority, and encapsulates the video data frame and the audio data frame into the network transmission packet 48 . That is to say, within a period of time, the audio frame 460 will be preferentially included in the packet 48, and the remaining bandwidth or time will be redistributed to the video data frame 440 to the video data frame 442, and the audio frame 460 and the video data frame 440 to 442 Encapsulated into a network transmission packet 48 , for example, only N are included in the packet 48 , and (P-N) are not included in the packet 48 . A time tag is added to the network transmission packet. The time tag represents the synchronization relationship between the real-time audio data and the real-time video data, which is the time information for generating the real-time audio data and the real-time video data.
通过网络传输信道50,例如互联网,将网络传输封包48传送至另一网络游戏客户端。数据译码器52、54将网络传输封包48译码为实时视讯数据520至实时视讯数据522,以及实时音讯数据540。由于此封包是藉由网络传输,所以可能并非全部的视讯数据框架都会被接收,例如仅接收到M个(M小于或等于N),亦即视讯数据框架440至视讯数据框架442的数量会大于或等于实时视讯数据520至实时视讯数据522的数量等,再加上视讯解压缩的方式例如IPB模式,所以有些实时视讯数据会被丢弃不用,例如仅有K个(K小于或等于M)会被解压缩出来,但是实时音讯数据540会全部被解压缩出来,故可达到音讯顺畅及影音同步的预定效果。The network transmission packet 48 is transmitted to another network game client through a network transmission channel 50 , such as the Internet. The data decoders 52 and 54 decode the network transmission packet 48 into real-time video data 520 to 522 and real-time audio data 540 . Since this packet is transmitted through the network, not all video data frames may be received, for example, only M (M is less than or equal to N), that is, the number of video data frames 440 to 442 will be greater than Or equal to the number of real-time video data 520 to real-time video data 522, etc., plus the video decompression method such as IPB mode, so some real-time video data will be discarded, for example, only K (K is less than or equal to M) will be is decompressed, but the real-time audio data 540 will be decompressed completely, so the predetermined effect of smooth audio and video-audio synchronization can be achieved.
影音播放器56、58,以「同时支持实时视讯流及三度空间动画」模块显示实时视讯数据,「同时支持实时视讯流及三度空间动画」模块是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上。影音播放器56、58会以系统时间加上时间标签,作为播放实时音讯数据以及显示实时视讯数据的时间。或者,影音播放器56、58会以时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,获得影音同步的效果。影音同步的动作可在数据译码器52、54之前或之后执行。影音播放器56、58并以声卡通过耳机、喇叭58播放实时音讯数据,达到于网络游戏中同时进行影音会谈的功能。Audio-visual players 56 and 58 display real-time video data with the module "supporting real-time video streaming and three-dimensional animation at the same time". on the game screen of the game. The audio-visual players 56 and 58 add a time stamp to the system time as the time for playing real-time audio data and displaying real-time video data. Alternatively, the audio-visual players 56 and 58 will display the real-time video data at intervals according to the time stamp and the quantity of the real-time video data, so as to achieve the effect of audio-video synchronization. The audio-video synchronization can be performed before or after the data decoders 52 and 54 . Audio-visual players 56, 58 play real-time audio data through earphones and loudspeakers 58 with sound cards, so as to achieve the function of simultaneously carrying out audio-visual talks in online games.
总之,本发明所提出的方法,可以独立于网络游戏的架构,由网络游戏客户端之间建立网络传输信道,以实现于网络游戏中进行实时影音会谈的目的。本发明还采用以音讯数据优先考虑的影音同步封装机制以及利用时间标签进行影音数据同步的技术,获得实时影音会谈中最重要的音讯流畅及影音同步的效果。而且本发明所提出的方法无需增加网络游戏服务器额外的负担,便可解决现行技术无法解决的问题,仅增加虚拟游戏世界的实时性与真实感,达到本发明所欲达到的目的。In a word, the method proposed by the present invention can establish a network transmission channel between online game clients independently of the network game structure, so as to realize the purpose of real-time audio-visual conversation in the network game. The present invention also adopts an audio-visual synchronous encapsulation mechanism with priority given to audio data and a technique of synchronizing audio-visual data with time tags to obtain the most important effects of smooth audio and audio-visual synchronization in real-time audio-visual conversations. Moreover, the method proposed by the present invention can solve the unsolvable problems of the current technology without increasing the extra burden of the online game server, and only increases the real-time performance and sense of reality of the virtual game world to achieve the purpose of the present invention.
虽然本发明已以较佳实施例揭示如上,然而其并非用以限定本发明,任何熟习本技术的人士在不脱离本发明的精神和范围内,当可作出种种的等效改变或替换,因此本发明的保护范围当视后附的权利要求所界定的为准。Although the present invention has been disclosed above with preferred embodiments, it is not intended to limit the present invention. Any person skilled in the art can make various equivalent changes or replacements without departing from the spirit and scope of the present invention. Therefore The protection scope of the present invention shall prevail as defined by the appended claims.
Claims (33)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CNA031088600A CN1534503A (en) | 2003-03-27 | 2003-03-27 | Method, system and storage medium for realizing real-time video-audio session in network game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CNA031088600A CN1534503A (en) | 2003-03-27 | 2003-03-27 | Method, system and storage medium for realizing real-time video-audio session in network game |
Publications (1)
Publication Number | Publication Date |
---|---|
CN1534503A true CN1534503A (en) | 2004-10-06 |
Family
ID=34283212
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CNA031088600A Pending CN1534503A (en) | 2003-03-27 | 2003-03-27 | Method, system and storage medium for realizing real-time video-audio session in network game |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN1534503A (en) |
Cited By (18)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN101622041A (en) * | 2007-02-27 | 2010-01-06 | 索尼爱立信移动通讯股份有限公司 | System and method for initiating a gaming session using event-based exchange of information between communication devices |
CN101918937A (en) * | 2007-12-05 | 2010-12-15 | 生命力有限公司 | Use the system that is used for collaborative conferencing of streaming interactive video |
CN102395960A (en) * | 2009-04-16 | 2012-03-28 | 微软公司 | Selective enablement of runtime-based application behaviors |
US8468575B2 (en) | 2002-12-10 | 2013-06-18 | Ol2, Inc. | System for recursive recombination of streaming interactive video |
US8495678B2 (en) | 2002-12-10 | 2013-07-23 | Ol2, Inc. | System for reporting recorded video preceding system failures |
US8549574B2 (en) | 2002-12-10 | 2013-10-01 | Ol2, Inc. | Method of combining linear content and interactive content compressed together as streaming interactive video |
CN103501316A (en) * | 2013-09-16 | 2014-01-08 | 天脉聚源(北京)传媒科技有限公司 | Audio and video synchronization method, system and device between webpage game client terminals |
US8632410B2 (en) | 2002-12-10 | 2014-01-21 | Ol2, Inc. | Method for user session transitioning among streaming interactive video servers |
US8661496B2 (en) | 2002-12-10 | 2014-02-25 | Ol2, Inc. | System for combining a plurality of views of real-time streaming interactive video |
US8832772B2 (en) | 2002-12-10 | 2014-09-09 | Ol2, Inc. | System for combining recorded application state with application streaming interactive video output |
US8834274B2 (en) | 2002-12-10 | 2014-09-16 | Ol2, Inc. | System for streaming databases serving real-time applications used through streaming interactive |
CN104092711A (en) * | 2013-04-01 | 2014-10-08 | 云联(北京)信息技术有限公司 | Cloud game realizing method and system |
US8893207B2 (en) | 2002-12-10 | 2014-11-18 | Ol2, Inc. | System and method for compressing streaming interactive video |
US9003461B2 (en) | 2002-12-10 | 2015-04-07 | Ol2, Inc. | Streaming interactive video integrated with recorded video segments |
US9015784B2 (en) | 2002-12-10 | 2015-04-21 | Ol2, Inc. | System for acceleration of web page delivery |
US9032465B2 (en) | 2002-12-10 | 2015-05-12 | Ol2, Inc. | Method for multicasting views of real-time streaming interactive video |
US9108107B2 (en) | 2002-12-10 | 2015-08-18 | Sony Computer Entertainment America Llc | Hosting and broadcasting virtual events using streaming interactive video |
CN105289003A (en) * | 2014-06-05 | 2016-02-03 | 掌赢信息科技(上海)有限公司 | Intelligent handheld terminal point-to-point video and game fusion method, device and system |
-
2003
- 2003-03-27 CN CNA031088600A patent/CN1534503A/en active Pending
Cited By (24)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US9032465B2 (en) | 2002-12-10 | 2015-05-12 | Ol2, Inc. | Method for multicasting views of real-time streaming interactive video |
US8840475B2 (en) | 2002-12-10 | 2014-09-23 | Ol2, Inc. | Method for user session transitioning among streaming interactive video servers |
US9108107B2 (en) | 2002-12-10 | 2015-08-18 | Sony Computer Entertainment America Llc | Hosting and broadcasting virtual events using streaming interactive video |
US8468575B2 (en) | 2002-12-10 | 2013-06-18 | Ol2, Inc. | System for recursive recombination of streaming interactive video |
US8495678B2 (en) | 2002-12-10 | 2013-07-23 | Ol2, Inc. | System for reporting recorded video preceding system failures |
US8549574B2 (en) | 2002-12-10 | 2013-10-01 | Ol2, Inc. | Method of combining linear content and interactive content compressed together as streaming interactive video |
US8834274B2 (en) | 2002-12-10 | 2014-09-16 | Ol2, Inc. | System for streaming databases serving real-time applications used through streaming interactive |
US8632410B2 (en) | 2002-12-10 | 2014-01-21 | Ol2, Inc. | Method for user session transitioning among streaming interactive video servers |
US9015784B2 (en) | 2002-12-10 | 2015-04-21 | Ol2, Inc. | System for acceleration of web page delivery |
US8661496B2 (en) | 2002-12-10 | 2014-02-25 | Ol2, Inc. | System for combining a plurality of views of real-time streaming interactive video |
US8832772B2 (en) | 2002-12-10 | 2014-09-09 | Ol2, Inc. | System for combining recorded application state with application streaming interactive video output |
US8949922B2 (en) | 2002-12-10 | 2015-02-03 | Ol2, Inc. | System for collaborative conferencing using streaming interactive video |
US9003461B2 (en) | 2002-12-10 | 2015-04-07 | Ol2, Inc. | Streaming interactive video integrated with recorded video segments |
US8893207B2 (en) | 2002-12-10 | 2014-11-18 | Ol2, Inc. | System and method for compressing streaming interactive video |
CN101622041A (en) * | 2007-02-27 | 2010-01-06 | 索尼爱立信移动通讯股份有限公司 | System and method for initiating a gaming session using event-based exchange of information between communication devices |
CN101622041B (en) * | 2007-02-27 | 2015-09-09 | 索尼爱立信移动通讯股份有限公司 | For the system and method using the information exchange based on event to start gaming session between communication equipment |
CN101918937A (en) * | 2007-12-05 | 2010-12-15 | 生命力有限公司 | Use the system that is used for collaborative conferencing of streaming interactive video |
CN102395960B (en) * | 2009-04-16 | 2014-02-05 | 微软公司 | System and method for selective enablement of runtime-based application behaviors |
CN102395960A (en) * | 2009-04-16 | 2012-03-28 | 微软公司 | Selective enablement of runtime-based application behaviors |
CN104092711A (en) * | 2013-04-01 | 2014-10-08 | 云联(北京)信息技术有限公司 | Cloud game realizing method and system |
CN103501316A (en) * | 2013-09-16 | 2014-01-08 | 天脉聚源(北京)传媒科技有限公司 | Audio and video synchronization method, system and device between webpage game client terminals |
CN103501316B (en) * | 2013-09-16 | 2017-02-08 | 天脉聚源(北京)传媒科技有限公司 | Audio and video synchronization method, system and device between webpage game client terminals |
CN105289003A (en) * | 2014-06-05 | 2016-02-03 | 掌赢信息科技(上海)有限公司 | Intelligent handheld terminal point-to-point video and game fusion method, device and system |
CN105289003B (en) * | 2014-06-05 | 2018-09-07 | 掌赢信息科技(上海)有限公司 | Fusion method, the apparatus and system of the point-to-point video of intelligent hand-held terminal and game |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US11405699B2 (en) | Using GLTF2 extensions to support video and audio data | |
CN107846633B (en) | Live broadcast method and system | |
TW589892B (en) | Instant video conferencing method, system and storage medium implemented in web game using A/V synchronization technology | |
CN1534503A (en) | Method, system and storage medium for realizing real-time video-audio session in network game | |
CN101505365B (en) | Real-time video monitoring system implementing method based on network television set-top box | |
US6580756B1 (en) | Data transmission method, data transmission system, data receiving method, and data receiving apparatus | |
US20020154691A1 (en) | System and process for compression, multiplexing, and real-time low-latency playback of networked audio/video bit streams | |
WO2008061416A1 (en) | A method and a system for supporting media data of various coding formats | |
TW589891B (en) | Real-time video conferencing method, system and storage medium in web game | |
CN112019877A (en) | Screen projection method, device and equipment based on VR equipment and storage medium | |
CN102246491A (en) | System and method for storing multi-source multimedia presentations | |
CN106713941A (en) | Audio and video live broadcast implementation method and server | |
CN114930862B (en) | Multiple decoder interface for streaming media data | |
CN115396647B (en) | Data processing method, device and equipment for immersion medium and storage medium | |
CN110602523A (en) | VR panoramic live multimedia processing and synthesizing system and method | |
CN114554277B (en) | Multimedia processing method, device, server and computer readable storage medium | |
CN109040818B (en) | Audio and video synchronization method, storage medium, electronic equipment and system during live broadcasting | |
CN108882010A (en) | A kind of method and system that multi-screen plays | |
CN1427618A (en) | Multi viewing angle video frequency programme network retransmitting method based on multi process | |
WO2022116822A1 (en) | Data processing method and apparatus for immersive media, and computer-readable storage medium | |
JP2024511948A (en) | Transporting HEIF formatted images over real-time transport protocol | |
CN117099375A (en) | Transmitting HEIF formatted images via real-time transport protocol | |
CN1532720A (en) | Method, system and storage medium for real-time video-audio conversation in network game | |
CN100350765C (en) | Method for transmitting data in audio-visual playing system | |
US11758108B2 (en) | Image transmission method, image display device, image processing device, image transmission system, and image transmission system with high-transmission efficiency |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
C06 | Publication | ||
PB01 | Publication | ||
C10 | Entry into substantive examination | ||
SE01 | Entry into force of request for substantive examination | ||
C02 | Deemed withdrawal of patent application after publication (patent law 2001) | ||
WD01 | Invention patent application deemed withdrawn after publication |