WO2003015884A1 - Massively online game comprising a voice modulation and compression system - Google Patents
Massively online game comprising a voice modulation and compression system Download PDFInfo
- Publication number
- WO2003015884A1 WO2003015884A1 PCT/CH2002/000436 CH0200436W WO03015884A1 WO 2003015884 A1 WO2003015884 A1 WO 2003015884A1 CH 0200436 W CH0200436 W CH 0200436W WO 03015884 A1 WO03015884 A1 WO 03015884A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- voice
- player
- game
- modulation
- message
- Prior art date
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/215—Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/16—Sound input; Sound output
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS OR SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING; SPEECH OR AUDIO CODING OR DECODING
- G10L13/00—Speech synthesis; Text to speech systems
- G10L13/02—Methods for producing synthetic speech; Speech synthesisers
- G10L13/033—Voice editing, e.g. manipulating the voice of the synthesiser
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS OR SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING; SPEECH OR AUDIO CODING OR DECODING
- G10L21/00—Processing of the speech or voice signal to produce another audible or non-audible signal, e.g. visual or tactile, in order to modify its quality or its intelligibility
- G10L21/02—Speech enhancement, e.g. noise reduction or echo cancellation
- G10L21/0208—Noise filtering
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
Definitions
- the present invention relates to Massively Online Games.
- Massively Online Games means (for the purposes of this document we will henceforth replace the expression "massively online games” by its English abbreviation MOG: Massively Online Game).
- MOGs are, as their name suggests, computer games where a large number of players connect to a single server to play together in a virtual environment defined by a computer program. The growing success of this kind of games can be explained by the fact that for the first time the player interacted directly with other players instead of being confronted with the limited artificial intelligence of a computer program. Therefore, it is easy to understand that the key element of this kind of games is the communication between the players.
- the first known MOG is "Ultima Online” produced by Origin and published by Electronic Arts. Following the success of the latter, more recent titles have appeared such as, "EverQuest” produced by Verant Interactive and published by Sony Online Entertainment, and "Anarchy Online” produced and published by Funcom. All these MOGs were designed to work on a single platform: the PC. They therefore naturally opted for "chat", an inter-player communication system that has already proven itself. This communication system is based on the exchange of text over the Internet. A user enters a text on the keyboard of his PC and sends it, either to another user, or to several other users connected to the Internet. These companies chose this solution because it is easy to implement and reliable. However, this system does not transcribe the voice, it only transcribes the content of the message in text form. 3. Summary of the invention
- the object of the present invention is to provide an improved communication system for MOGs.
- a system that allows them to send a voice message to other players.
- the player needs a system to capture the sound of his voice as well as another system to emit the sound coming from the game.
- the player utters a sound, a word, a sentence in his input system. his.
- the amount of information that can be captured is limited to a period of the order of ten seconds.
- the player is warned when he reaches the maximum recording capacity. Once the message has been entered, the system processes the information.
- the first step of the invention consists in isolating the voice of the player from the audio signal. 1.
- the sound of the game comes from speakers 10, or headphones 11. If he wears headphones the system will recognize the absence of the sounds produced by the game If it listens to the sounds through a loudspeaker, the system will recognize the presence of the sounds that it emitted a few hundredths of a second ago and subtract them from the input signal. In both cases, a signal is obtained which only includes the player's voice.
- the second step is compressing the voice to a size less than 4 bps. This compression can be done in several ways:
- a first system detects each phoneme in the message (note: the system considers blanks or pauses, as a particular phoneme, which is also recognized, and for which the following parameters are also applied); identifies it with the most similar known phoneme, thanks to a dictionary of phonemes 110 and to simple grammar rules 112 applied as a function of previously recognized phonemes 111 (a dictionary and specific grammar rules for each language); records the duration of phoneme 113 (the position of the phoneme in the signal also gives its duration: tnn - tdebut), as well as the intonation component of the voice in the time interval defined by phoneme 120.
- the audio signal can then be transcribed into a chain of symbols each comprising an indication of duration, as well as an indication of intonation 130. This chain of symbols has a size much smaller than the original message carried by the voice while retaining its characteristic features.
- the third step is the synthesis of the voice.
- compression several synthesis systems can be applied:
- the fourth step is the modulation of the voice.
- the synthetic voice as it does not yet correspond to the character embodied by the player in the game.
- a range of modulation is available to give him for example the higher voice of a woman or the lower of a man.
- the voice is synthesized with a modulation value chosen by default in the modulation range authorized by the game for each character.
- the player can then listen to his message and modify the modulation within the authorized range until he is satisfied.
- This operation is an initialization of the voice components of his character and the player will not have to return to it each time he sends a message. Once the modulation chosen by the player it is recorded by the program and re-used at each message synthesis.
- the steps described above constitute the processing chain necessary to transform and transport the voice of a player to the other connected players. 4. However, once the player has recorded his message he is not obliged to send it immediately. He can, as we have seen in the processing chain, listen to him to make sure that the modulation suits him and also to make sure that the content will be understandable by other players 310. The content of his message is so stored 311 until the player decides to send it 312.
- this invention applies to massively online games.
- the best way to realize the application of this invention is to describe a phase of one of these games.
- a player X stands in front of his game system (PC, console. Set Top Box or other). He does not wear a helmet and therefore hears the sounds emitted by the game through a speaker system.
- the computer program displays the background in which it must evolve as well as the incarnation of the other players in the form of one or more characters (a single character or a small team of characters for role-playing games, an entire army for real-time strategy games, etc.).
- Player X can then communicate with other players either by moving their character in the virtual world (nodding, waving, etc.), or by speaking into a microphone.
- Fig. 1 this drawing represents the sound environment in which the player is at the moment when he is recording sounds, words or sentences intended for other players.
- the player listens to the game sounds on the loudspeaker, his messages will therefore be recorded with the ambient noise of the game before being processed.
- the player listens to the game sounds in his helmet, his messages will therefore be recorded without the ambient noise of the game.
- FIG. 2 this drawing represents one of the possible means of compressing the voice.
- this case is a compression here by transforming the voice into a chain of symbols.
- Each symbol is composed of a phoneme detected in the original voice message (thanks to a comparison with a dictionary of phonemes 110 and the application of simple grammar rules 112 establishing, among other things, the possibilities of succession of detected phonemes) to which is added a data item of intonation of the phoneme 120 as well as its duration 113.
- Fig. 3 this drawing represents one of the possible means for synthesizing the voice following the compression carried out in FIG. 2.
- the signal coded into a chain of symbols is divided into components of phoneme 210, duration 212 and intonation 213. Thanks to a library of sounds 211 comprising in particular a sound for each phoneme the system synthesizes an artificial voice incorporating the duration of each phoneme and his intonation.
- Fig. 4 this drawing represents an overview of the invention.
- a player records his voice message, listens to it and adjusts the modulation in a range predefined by the game 310.
- the compressed message is stored 311 pending the player's decision to send the message.
- the message is transported 312 by means to the other players authorized to hear the message (authorization defined by the computer program of the game according to certain parameters: proximity or other).
- the message is synthesized, then modulated with the modulation component chosen by the sending player.
Abstract
Description
Claims
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CH1643/01 | 2001-08-13 | ||
CH16432001 | 2001-08-13 |
Publications (1)
Publication Number | Publication Date |
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WO2003015884A1 true WO2003015884A1 (en) | 2003-02-27 |
Family
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/CH2002/000436 WO2003015884A1 (en) | 2001-08-13 | 2002-08-12 | Massively online game comprising a voice modulation and compression system |
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Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP2031584A1 (en) | 2007-08-31 | 2009-03-04 | Alcatel Lucent | A voice synthesis method and interpersonal communication method, particularly for multiplayer online games |
WO2011063642A1 (en) * | 2009-11-27 | 2011-06-03 | 北京中星微电子有限公司 | Audio data processing method and audio data processing system |
US8892228B2 (en) | 2008-06-10 | 2014-11-18 | Dolby Laboratories Licensing Corporation | Concealing audio artifacts |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0843168A2 (en) * | 1996-11-19 | 1998-05-20 | Sony Corporation | An information processing apparatus, an information processing method, and a medium for use in a three-dimensional virtual reality space sharing system |
WO2002039424A1 (en) * | 2000-11-09 | 2002-05-16 | Nokia Corporation | Voice avatars for wireless multiuser entertainment services |
-
2002
- 2002-08-12 WO PCT/CH2002/000436 patent/WO2003015884A1/en not_active Application Discontinuation
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0843168A2 (en) * | 1996-11-19 | 1998-05-20 | Sony Corporation | An information processing apparatus, an information processing method, and a medium for use in a three-dimensional virtual reality space sharing system |
WO2002039424A1 (en) * | 2000-11-09 | 2002-05-16 | Nokia Corporation | Voice avatars for wireless multiuser entertainment services |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP2031584A1 (en) | 2007-08-31 | 2009-03-04 | Alcatel Lucent | A voice synthesis method and interpersonal communication method, particularly for multiplayer online games |
US8892228B2 (en) | 2008-06-10 | 2014-11-18 | Dolby Laboratories Licensing Corporation | Concealing audio artifacts |
WO2011063642A1 (en) * | 2009-11-27 | 2011-06-03 | 北京中星微电子有限公司 | Audio data processing method and audio data processing system |
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