AUDIO OBJECT LOCATION IN A COMPUTERIZED WAGERING
GAME
Related Application
This application claims the priority benefit of U.S. Provisional
Application Serial No. 60/614,922, filed 30 September 2004, the contents of
which are incorporated herein by reference.
Field of the Invention
The invention relates generally to audio in wagering gaming systems, and
more specifically to audio object location in a computerized wagering game
system.
Limited Copyright Waiver
A portion of the disclosure of this patent document contains material to
which the claim of copyright protection is made. The copyright owner has no
objection to the facsimile reproduction by any person of the patent document or
the patent disclosure, as it appears in the U.S. Patent and Trademark Office file
or records, but reserves all other rights whatsoever.
Background of the Invention
A wide variety of gaming devices are now available to gamers and to
casino operators in computerized form, from slot machines to games that are
traditionally played live such as poker and blackjack. These computerized
games provide many benefits to the game owner and to the gambler, including
greater reliability than can be achieved with a mechanical game or human dealer,
more variety, sound, and animation in presentation of a game, and a lower
overall cost of production and management.
Computerized video game systems must be designed with many of the
same concerns as their mechanical and table game ancestors - they must be fair,
they must provide sufficient feedback to the gamer to make the game fun to play,
and they must meet a variety of gaming regulations to ensure that both the
machine owner and gamer are honest and fairly treated in implementing the
game. Further, they must provide a gaming experience that is at least as
attractive as the older mechanical gaming machine experience to the gamer, to
ensure success in a competitive gaming market.
Many computerized wagering game systems have a variety of sound and
graphical elements designed to attract and keep a game player's attention, such
as sound effects, music, and animation. These game presentation features often
include a variety of music, sound effects, and voices presented to complement a
video presentation of the wagering game on a display.
Wagering game players typically stand or sit on one side of a wagering
game, and interact with the game such as by pushing buttons, pulling levers, and
operating a touchscreen. The wagering game system in turn provides feedback
to the game player via the display and one or more speakers. Use of multiple
speakers in some wagering games allow playback of stereo audio in which each
of the two stereo audio channels plays a different signal.
In some wagering game machines, sound is played in conjunction with a
video object's motion or presentation, such as a sound accompanying reel spin in
a reel slot machine, or credit bang-up sounds played as credits are counted up in
a game player's credit counter. Such sounds can help call the game player's
attention to the screen and can audibly indicate the occurrence of particular
events, enhancing presentation of the game to the wagering game player.
But, some sounds can become repetitive and lose meaning to a game
player, and a game player may not associate a certain sound with a particular
game element or activity as is desired by the wagering game designers. It is
therefore desirable to more strongly associate sounds presented in a wagering
game system with their associated wagering game objects.
Summary of the Invention
The present invention provides in one embodiment a computerized
wagering game system has a gaming module comprising a processor and gaming
code which is operable when executed on the processor to play a wagering game
on which monetary value can be wagered. An audio module comprising part of
the computerized wagering game system is operable to play sound through two
or more speakers, and is further operable to apply audio object location
processing to the sound so that it appears to come from a specific location.
Brief Description of the Figures
Figure 1 shows a computerized reel slot gaming system operable to play a
sound processed with audio object location processing, consistent with an
example embodiment of the present invention.
Figure 2 is a top view display diagram of a software application to
facilitate audio object location specification, consistent with an example
embodiment of the present invention.
Figure 3 is a side view display diagram of a software application to
facilitate audio object location specification, consistent with an example
embodiment of the present invention.
Figure 4 is a wagering game system employing a surround sound speaker
system and audio object location processing, consistent with an example
embodiment of the present invention.
Figure 5 is a diagram of a head and torso model as is used to derive a
head-related transfer function in some example embodiments of the present
invention.
Detailed Description
In the following detailed description of sample embodiments of the
invention, reference is made to the accompanying drawings which form a part
hereof, and in which is shown by way of illustration specific sample
embodiments in which the invention may be practiced. These embodiments are
described in sufficient detail to enable those skilled in the art to practice the
invention, and it is to be understood that other embodiments may be utilized and
that logical, mechanical, electrical, and other changes may be made without
departing from the spirit or scope of the present invention. The following
detailed description is, therefore, not to be taken in a limiting sense, and the
scope of the invention is defined only by the appended claims.
The present invention provides in one embodiment a computerized
wagering game system having a gaming module comprising a processor and
gaming code which is operable when executed on the processor to present or
conduct a wagering game on which monetary value can be wagered. An audio
module comprising part of the computerized wagering game system is operable
to play sound through two or more speakers, and is further operable to apply
audio object location processing to the sound so that it appears to come from a
specific location.
Figure 1 illustrates a computerized wagering game machine, as may be
used in an embodiment of the present invention. The computerized gaming
system shown generally at 100 is a video wagering game system, which displays
information for at least one wagering game upon which monetary value can be
wagered on video display 101. Video display 101 is in various embodiments a
CRT display, an LCD display, a surface conducting electron emitter display, or
any other type of display suitable for displaying electronically provided display
information. Alternate embodiments of the invention will have other game
indicators, such as mechanical reels instead of the video graphics reels shown at
102 that comprise a part of a video slot machine wagering game.
A game of chance is implemented as software within the wagering game,
such as via instructions stored on a machine-readable medium such as a hard
disk drive or nonvolatile memory. In some further example embodiments, some
or all of the software stored in the wagering game machine is encrypted or is
verified using a hash algorithm or encryption algorithm to ensure its authenticity
and to verify that it has not been altered. The game of chance takes various
forms in different wagering game machines, and includes such well-known
wagering games as reel slots, video poker, blackjack, craps, roulette, or hold 'em
games. The wagering game is played and controlled with inputs such as various
buttons 103 or via a touchscreen overlay to video screen 101. In some alternate
examples, other devices such as pull arm 104 used to initiate reel spin in this reel
slot machine example are employed to provide other input interfaces to the game
player.
Monetary value is typically wagered on the outcome of the games, such
as with tokens, coins, bills, or cards that hold monetary value. The wagered
value is conveyed to the machine through a changer 105 or a secure user
identification module interface 106, and winnings are returned via the returned
value card or through the coin tray 107. Sound is also provided through speakers
108. In some further embodiments, the wagering game machine is coupled to a
network, and is operable to use its network connection to receive wagering game
data, track players and monetary value associated with a player, and to perform
other such functions.
The wagering game in one example embodiment of the present invention
uses audio object location processing applied to sound played through speakers
108 to make it sound to a game player as though the sound were coming from a
specific location. In some embodiments, the location is based on the screen
location of an object associated with the sound, while in some other embodiments the specific location is selected to provide a broader soundstage of
sounds or for special effects purposes.
The sounds are processed in one embodiment by application of what is
known as a head-related transfer function to the sounds that are intended to
sound as though they come from specified directions or locations. The head
related transfer function, or HTRF, is derived from the way a listener's head, ear,
and torso affect the sound that is eventually heard. These head, ear, and torso
effects are largely responsible for the listener's ability to determine the direction
from which a sound is coming, and can be characterized and applied to sounds to
make them sound as though they are coming from directions other than their true y. source.
The head-related transfer function is determined such as by use of
preexisting models, or by measuring a dummy head designed to mimic the
acoustic behavior of a human head. This function is then applied to a sound
signal by use of filters such as digital signal processing filters that shape the
frequency response of the sound signal before the signal is routed to a speaker
and converted to an acoustic or audible sound signal. The game player then
hears a filtered version of the sound having frequency response filtering rapplied
such that the sound appears to come from a location specific to the applied
filtering process.
Figure 2 illustrates one method of applying such filter processing to a
sound to make it appear to a game player as though it comes from a specified
direction. A screen diagram is shown generally at 201 of a computer program
designed to allow a game's creator to specify the apparent position of sound in a
horizontal plane relative to a game player 202. The screen shot shows a
sequence of positions such as 203, each of which are connected and have various
attributes that can be specified. In one example, the sound starts at position 203,
and progresses second by second to the other positions shown in Figure 2. Time
in between seconds is interpolated, such that motion of the sound is smooth and
appears to follow the approximate paths shown in Figure 2 linking points rather
than jumping second-by-second. In other embodiments, the period of time and
the change between positions is further customizable or can be specified in other
ways, such as by specifying the amount of time a sound takes to travel from one
specified position to the next or the amount of time a sound spends stationary at
one point before proceeding on.
In some embodiments, the elevation of the sound is a parameter that can
be set along with other parameters for a particular point such as point 203 of
Figure 2, while other systems will use other methods of further specifying
position such as the screen diagram of Figure 3. The screen shot 301 shown
generally in Figure 3 shows a top view of a computer program screen designed to
allow a game creator to specify a sound's location in a vertical plane, along with
various points such as point 303 corresponding to the points such as 203 of
Figure 2. This alternate view enables visualization and configuration of the
apparent elevation or height of a sound relative to the head of a listener 302,
enabling a creator to fully visualize the position of a sound at a given time when
viewed in conjunction with the position view of Figure 2.
In some embodiments of the invention, the specified sound location is
achieved not only with a head-related transfer function, but by using a
mutichannel speaker system, or what is commonly known as a surround sound
system. Such a system is shown in Figure 4, adapted to the two-speaker
wagering game system shown in Figure 1. The speakers 108 of Figure 1 are
replaced with left, center, and right channel speakers 401, 402, and 403.
Additional surround channel speakers are added, including left rear channel
speaker 404 and right rear channel speaker 405. The use of multiple speakers
means that less head-related transfer function processing is needed to make
sound come from a certain direction or elevation, hi some example
embodiments, simply directing sound to the appropriate speakers can in a
surround sound system having three or more speakers located in different
positions such as are shown in Figure 4 can create the illusion of a sound being
placed in a specific location, and the audio processing involves specifying which
speakers are to play a sound, what volume each speaker is to play the sound, or the like.
Sound having more than the traditional two stereo channels can be
encoded and decoded in many ways, including a few example commercial
embodiments discussed here in greater detail (all names are trademarked
property of their respective owners). Examples include Dolby formats such as
Dolby ProLogic and Dolby Digital, Logic 7, and various embodiments of DTS
such as DTS-ES and DTS-NEO6.
Dolby ProLogic was one of the first commercially available surround
sound formats, and enabled analog derivation of a center channel and two
surround channels from a two-channel encoded signal. Dolby Digital is a
digitally encoded format, providing for encoding and decoding of five full-range
channels and a low frequency channel (5.1 channels) from an encoded digital
signal.
Similarly, a variety of digital surround sound formats from DTS,
including DTS, DTS-ES, and DTS-NEO6 derive five or six channels plus a low
frequency effects channel from a digitally encoded signal. DTS is a five channel
discrete encoded signal that also has an encoded low frequency effects channel.
DTS-ES adds a sixth channel, plus the ability to matrix encode a 5.1 channel
surround signal in addition to discrete channel encoding. DTS-NEO6 is a six
channel matrix encoded format, incorporating a low-frequency effects channel to
provide a 6.1 channel matrix encoded digital surround format.
Logic 7, also known as L7, is a proprietary seven-channel decoding
process developed by Lexicon, a subsidiary of Harman International. Logic 7 in
various embodiments is able to derive seven channel surround sound from a two
channel stereo or matrix encoded source, and has various parameters optimized
for film, broadcast, reverberant environment, and other modes. It is further able
to derive up to seven channels of surround information from other surround
encoded formats, including matrix and discrete multichannel surround formats
such as Dolby Digital or DTS .
The Logic 7, Dolby Digital, DTS, and other surround sound formats
presented here are examples of ways in which various audio processing can be
applied to implement different surround sound formats in an audio system
having three or more discrete audio channels and speakers.
Systems employing only two speakers will in many embodiments rely on
implementation of a head-related transfer function (HRTF) as described earlier
to provide the audio object location function that causes an audible sound to
sound to a game player like it's coming from a specific location. Figure 5 shows
a typical example of a dummy head as is often used to derive a head-related
transfer function.
The head and torso 501 are a three-dimensional model of a human head
and torso, made with materials having acoustic absorptive and reflective
properties similar to that of an actual human. The head and torso 501 are also
, typically clothed with a shirt work on the torso, to reflect the damping effect that
audio striking the clothed areas of a real person who is clothed would
experience. The ears of the head and torso model similarly are designed to
reflect a typical human ear, except that they contain microphones 502 that are
coupled to measurement equipment. The head and torso of Figure 5 is further
mounted on a turntable apparatus 503 that is operable to turn the head and torso
assembly during measurement, so that a sound source at a particular elevation
can be measured from a variety of angles relative to the head in a horizontal
plane.
Measurements are typically conducted in an anechoic chamber to
minimize the effects of reflected and reverberation of sound. Characterization of
a head-related transfer function in three dimensions will typically involve placing
a sound source at various heights and various distances from the head and torso
assembly 501, and rotating the head and torso assembly about a complete
rotation while taking measurements for each sound source position. The
resulting changes in frequency response observed characterize the head-related
transfer function, and can be applied to sounds reproduced through speakers to
make the sounds appear to come from specific locations other than the speaker
or speakers playing the sound.
The examples shown herein have illustrated how audio processing can be
employed in a wagering game system to apply audio object location processing
to sound so that the sound appears to come from a specific location. Although
specific embodiments have been illustrated and described herein, it will be
appreciated by those of ordinary skill in the art that any arrangement which is
calculated to achieve the same purpose may be substituted for the specific
embodiments shown. This application is intended to cover any adaptations or
variations of the invention. It is intended that this invention be limited only by
the claims, and the full scope of equivalents thereof.