WO2007105534A1 - Game device - Google Patents
Game device Download PDFInfo
- Publication number
- WO2007105534A1 WO2007105534A1 PCT/JP2007/054278 JP2007054278W WO2007105534A1 WO 2007105534 A1 WO2007105534 A1 WO 2007105534A1 JP 2007054278 W JP2007054278 W JP 2007054278W WO 2007105534 A1 WO2007105534 A1 WO 2007105534A1
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- WIPO (PCT)
- Prior art keywords
- unit
- melody
- signal
- rhythm
- character
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Classifications
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H1/00—Details of electrophonic musical instruments
- G10H1/36—Accompaniment arrangements
- G10H1/40—Rhythm
- G10H1/42—Rhythm comprising tone forming circuits
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- 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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/204—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 characterised by details of the game platform the platform being a handheld device
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- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8047—Music games
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2220/00—Input/output interfacing specifically adapted for electrophonic musical tools or instruments
- G10H2220/135—Musical aspects of games or videogames; Musical instrument-shaped game input interfaces
Definitions
- the present invention relates to a game machine used by being connected to a music playback device.
- Patent Document 1 Japanese Unexamined Patent Application Publication No. 2003-144751
- an object of the present invention is to provide a game machine in which a game based on a music playback signal is played, and which can enjoy simple play even in a silent state.
- the game machine of the present invention receives an input operation by a user, generates an pulse input signal in response to the input operation, and a signal input unit for capturing a music playback signal output from the music playback device
- a sound output unit that outputs a predetermined sound signal to the outside
- a game control unit that analyzes the captured music reproduction signal and controls a game based on the analysis, and sound data relating to at least one sound
- the sound data storage unit to be stored and the music playback device power
- a silent time processing unit for controlling, and the silent time processing unit permits a user to perform an input operation to the operation input unit for a predetermined time and based on the pulse signal generated by the input operation.
- rhythm creation unit that creates a beam, and the sound data stored in the sound data storage unit, the Li
- a melody creation unit that creates a melody signal in combination with the rhythm created by the rhythm creation unit, and outputs the melody according to the created melody signal from the voice output unit.
- the game machine of the present invention is a game machine in which a game is performed based on an analysis of a music playback signal, and includes a silent time processing unit that performs processing when there is no music playback signal, and a silent time processing unit
- the rhythm creation section and melody creation section can provide a game for creating a melody when there is no sound.
- the sound data is stored in the sound data storage unit and uses V, and the sound is used. Therefore, the user can create a melody by a simple method only by inputting a rhythm by operating the operation input unit. Can do. Therefore, it is possible to provide a game machine that can enjoy simple play even in a silent state.
- the silence state may be a standby state for music playback signals, or may be a state where music playback is paused.
- the tone and pitch of the sound data are not important.
- Music playback signal analysis includes tempo analysis and genre analysis.
- the sound data is data relating to notes, and may be data indicating the pitch and length of at least one note. In this case, it is only necessary to set the attribute related to the note as the sound data setting. Since the created melody is reproduced by musical notes, it can be expressed musically. It can also be used for other games using notes of the sound data.
- the sounds of the sound data may be set so that all output sounds have the same length. As a result, the input interval to the operation input unit and the sound output interval become substantially the same, so that the storage capacity can be reduced and the processing can be simplified without impairing the input rhythm.
- the game machine has a display unit for displaying a predetermined image, and the sound data storage unit stores sound data of each character in association with at least one character displayed on the display unit.
- the silent time processing unit causes the display unit to display any one of the at least one character in the silent state, and the melody creating unit is associated with the displayed character.
- the melody signal may be created by combining sound data and the rhythm.
- the displayed character is, for example, a key used in a game by the game control unit. It may be a character or a character directly selected by the user.
- the game machine has a microphone unit for inputting external force sound, and the silent time processing unit generates a detection signal when detecting sound input from the microphone unit;
- An animation control unit that controls the movement of the character so that the character displayed on the display unit performs a predetermined action when receiving a detection signal from the detection unit.
- the game machine of the present invention when music is played on the music playback device and the sound is silent, the user is allowed to perform an input operation to the operation input unit for a predetermined time. Then, create a rhythm based on the pulse signal generated by the input operation, create a melody by combining the sound data stored in advance and the created rhythm, and output the specified output force . As a result, it is possible to provide a game machine in which a game based on a music playback signal is performed and a simple game can be enjoyed even in a silent state.
- FIG. 1 is a diagram showing a state in which a portable game machine according to one embodiment of the present invention is arranged between a portable music player and an earphone.
- FIG. 2 is a block diagram showing a configuration of a control system of the game machine of FIG.
- FIG. 3 is a diagram showing an image displayed on the LCD when the game machine of FIG. 1 is silent.
- FIG. 4 is a diagram showing an example of sound information.
- FIG. 5 is a flowchart showing a silence processing routine performed by the control unit.
- FIG. 6 is a flowchart showing a melody creation processing routine.
- FIG. 7 is a flowchart showing a sound reaction animation processing routine.
- FIG. 8A is a diagram showing how input rhythm information is created.
- FIG. 8B is a diagram showing how melody M is created.
- FIG. 1 shows a portable game machine according to one embodiment of the present invention.
- the game machine 1 is used in combination with the portable music player 100, and includes a housing 2 and an LCD 3 as a display device attached to the front surface of the housing 2.
- the case 2 is provided with a line input terminal 4 and a phone terminal 5.
- the line input terminal 4 is connected to the line output terminal 101 of the portable music player 100 via the relay cable 102.
- the phone terminal 5 is connected to the earphone 103. That is, the game machine 1 of this embodiment is used by being interposed between the portable music player 100 and the audio output device to be combined therewith.
- the audio output device combined with the music player 100 is not limited to the earphone 103.
- the portable music player 100 is not particularly limited as long as it can output a music reproduction signal for audio conversion to various audio output devices such as speakers and headphones. It doesn't matter. Furthermore, the music player is not limited to a portable player, and any player that plays and outputs music in home audio, television, and commercially available portable electronic games may be used.
- an input button 6 is further provided as an operation input unit that receives user input operations.
- the input button 6 is a push button, and the user performs various selections and inputs related to the game performed on the game machine 1 by pressing the input button 6 as an input operation.
- a microphone 7 is provided on the back surface of the housing 2. Microphone 7 is normally off, but when it is on, it can capture external audio.
- the game machine 1 functions as a repeater that passes the music playback signal output from the line input terminal 4 of the music player 100 to the FF 103, and also analyzes the music playback signal output from the music player 100 and analyzes the analysis. Based on the results, it functions as a game machine that provides users with games.
- FIG. 2 is a block diagram showing a configuration of a control system provided in the game machine 1.
- the game machine 1 has a bypass path R1 for passing an analog audio reproduction signal from a line input terminal 4 as a signal input section to a phone terminal 5 as an audio output section, and a branch path R2 that branches from the bypass path R1.
- a control unit 10 for processing an audio reproduction signal captured via the branch path R2.
- the paths Rl and R2 are each composed of three lines, the right channel, the left channel, and the earth channel. Show.
- the control unit 10 is configured as a converter unit in which a microprocessing unit (MPU) and peripheral devices necessary for the operation of the MPU, for example, a storage device 11 such as a RAM and a ROM, are combined.
- MPU microprocessing unit
- the control unit 10 is connected to a speaker unit (SP) 20 as a sound output unit for generating sound, sound effects and the like.
- SP speaker unit
- Phone terminal 5 is also connected to the connection path to 20.
- the control unit 10 provides various game functions to the user by performing processing such as displaying a game screen on the LCD 3.
- processing such as displaying a game screen on the LCD 3.
- a game control unit 30 and a silent time processing unit 31 are generated as logical devices inside the control unit 10.
- the music playback signal input to the line input terminal 4 is sent to the game control unit 30 and the silent time processing unit 31 via the branch path R2.
- the game control unit 30 controls the game based on the music reproduction signal.
- the game controlled by the game control unit 30 includes, for example, a game related to the tempo analyzed by analyzing the music playback signal power tempo, and the genre analyzed by analyzing the music genre from the music playback signal. There is a game.
- the silent time processing unit 31 includes a state determination unit 31a, a rhythm creation unit 31b, a melody creation unit 31c, a voice detection unit 31d, and an animation control unit 3le.
- the state discriminating unit 31a discriminates whether or not there is a silence state depending on the state of the music playback signal. If the music playback signal is not input from the line input terminal 4 for a predetermined time, for example, for 2 seconds, it is determined that there is no sound.
- the state determination unit 31a determines that there is no sound
- the rhythm creation unit 31b, the melody creation unit 31c, the voice detection unit 31d, and the animation control unit 31e provide a simple game to the user. The processing performed by each unit 31b, 31c, 31d, 31e will be described later.
- the state determination unit 31a determines that there is a silent state
- the predetermined state is displayed as the silent state screen NS.
- Lacta C is displayed on LCD3.
- the character C may be set in advance for the silence state screen NS, for example, or may be a character used in a game by the game control unit 30.
- the communication mode with the character C is set, and the melody creation play and the sound reaction play are switched between!
- a melody is created according to the rhythm input by the user.
- the created melody is output from the speaker unit 20 or the phone terminal 5.
- the character C1 singing the song and the note image are displayed.
- the character C2 that moves in response to the sound input from the microphone 7 is displayed on the LCD3.
- a plurality of characters C are prepared, and information relating to sounds used when creating a melody is associated with each character as sound information 40 shown in FIG. 11 is remembered.
- the storage device 11 functions as a sound data storage unit.
- the sound information 40 includes a plurality of character-specific sound information 41, and the character-specific sound information 41 includes character information 42 and note information 43.
- the character information 42 is, for example, identification information uniquely assigned to each character.
- five types of characters A to E are prepared.
- the note information 43 is information relating to the notes associated with each character, and is waveform data indicating the pitch, tone color and length of each note. Note information also includes order information.
- the order information is information indicating the order of notes used when creating a melody in the melody creation play. For example, in the case of note information 43 of character A in FIG. 4, information on the pitch, tone, and length of each note “do, les, mi, fa, so, la, shi” is stored as waveform data, and in order In the information, the order from the first to the first is set in order.
- the timbre is an electronic sound and the length is the length of an eighth note.
- the number of notes indicated by the note information 43 of each character C may not be constant.
- character A has only one note associated with force character E, which is associated with eight notes.
- control unit 10 is first in step S100
- step S100 is repeated as the sound determination state. If it is determined that there is no sound, the process proceeds to step S 105 and the silence state screen NS is displayed.
- the silent state screen NS displays character C as described above.
- the character A shown in FIG. 4 is displayed on the silent state screen NS in the silent state will be described.
- Step S110 the process proceeds to the game processing executed by game control unit 30, and the music playback signal is not detected, and the operation for specifying the communication mode is performed in step S115. If it is determined that the communication has been performed, the communication mode is started in step S120. In this embodiment, for example, when the input button 6 is pressed in the silent state, the communication mode is started.
- control unit 10 turns on the microphone 7.
- step S110 the control unit 10 determines in step S125 whether or not an operation for designating a melody creation process has been performed. If the operation is performed, the process proceeds to step S130 to perform melody creation processing. In this embodiment, for example, when the input button 6 is pressed, a melody creation process is performed. The melody creation process will be described later.
- step S135 If there is no operation for designating the melody creation process, the process proceeds to step S135 to perform the voice response animation process.
- the voice response animation process will be described later.
- step S140 After the sound reaction animation process is displayed, the process proceeds to step S140, and it is determined whether or not it is the power to end the communication mode. In this embodiment, for example, it is determined that the communication has ended when 10 seconds have elapsed since the start of the communication mode.
- the control unit 10 proceeds to step S145, turns off the microphone 7, ends the communication mode, and returns to step S100. Communication mode May be terminated by, for example, an interrupt process by a cancel operation.
- the melody creation process executed by the control unit 10 will be described with reference to the flowchart shown in FIG. 6 and FIGS. 8A and 8B.
- the control unit 10 specifies the note information 43 of the character A from the sound information 40 in step S200.
- step S210 acceptance of rhythm input is started, and in step S220, the pulse signal P generated by the input button 6 is captured for a predetermined time T, and the pulse signal P captured in step S230 is taken into the pulse signal P.
- the input rhythm information RI is created.
- the input rhythm information RI indicates a rhythm pattern by a note position NP at which a note at a predetermined time T should be located. Specifically, the start of rhythm input is notified to the user via, for example, the LCD 3.
- the pulse signal P generated by the input button 6 is captured for 3 seconds, and the input rhythm information RI is created with the position where each pulse signal P was located as the note position NP.
- the control unit 10 functions as the rhythm creation unit 31b.
- the control unit 10 After creating the input rhythm information RI, the control unit 10 creates a melody M based on the input rhythm information RI in step S240. Specifically, the melody M is created by associating each note position NP of the input rhythm information RI with the notes set in the note information 43 of the character A in the first power order. As a result, the control unit 10 functions as the melody creating unit 31c.
- the note information 43 of character A is “do, les, mi, fa, so, la, shi” in order of strength, and as shown in FIG. Since NP is set, for each note position NP, as shown in Fig. 8B, 6 notes (Do, Les, Mi, Fa, So, La) from the first "do" are associated with the melody M Create
- the melody M created by the melody creation process is essentially a melody signal expressed electrically.
- the melody number of melody M is output from the phone terminal 5 to the earphone 103.
- the character A in the form of V singing a song is displayed as described above.
- a note image may be displayed.
- the melody output image may be stored in the storage device 11 in advance, for example.
- control unit 10 stores the created melody M in association with the character A.
- the created melody M can be replayed. If creation of media is again selected for character A and a new melody is created, the previously created media M may be overwritten by the later created melody or all created The melodies M and M 'may be stored in association with character A.
- step S300 the control unit 10 determines whether or not an external sound is input from the microphone 7, and when the sound is input, generates a detection signal in step S310. Thereby, the control unit 10 functions as a voice detection unit.
- the control unit 10 proceeds to step S320 and displays the sound reaction animation on the LCD 3. Specifically, the character A on the silent screen NS is displayed, for example, by shifting it vertically by 2 dots (for example, 0.2 seconds), and displaying an animation that makes the character A move rapidly.
- control unit 10 functions as an animation control unit.
- the number of dots shifted by the detection signal may be changed.
- the present invention can be implemented in various forms without being limited to the above form.
- the silence state is a so-called standby state, but the silence state may be a state in which a music playback signal is not accepted.
- the order of notes used when creating a melody may be used randomly without setting the order information.
- the note information 43 may include chords as well as single notes.
- the note in this form is an eighth note. Not limited to quarter notes or 16th notes.
- One piece of sound information 41 may be associated with all characters C.
- the movement of the sound reaction animation is not limited to vertical movement, but may be instantaneous movement.
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Abstract
Provided is a game device enabling a user to play a game based on a music reproduction signal and enjoy a simple play even during a soundless state. The game device (1) includes: a rhythm creation unit (31b) for permitting the user, during the soundless state, to operate an operation input unit (6) for a predetermined time and creating a rhythm based on a pulse signal generated by the input operation; and a melody creation unit (31c) for creating a melody signal by combining sound data (40) stored in advance with the rhythm created by the rhythm creation unit (31b) so that the created melody signal is outputted from predetermined sound output units (5, 20).
Description
明 細 書 Specification
ゲーム機 game machine
技術分野 Technical field
[0001] 本発明は、音楽再生機器に接続されて使用されるゲーム機に関する。 The present invention relates to a game machine used by being connected to a music playback device.
背景技術 Background art
[0002] 携帯型オーディオプレーヤ等の音楽再生機器に接続され、その音楽再生機器力 の音楽再生信号に基づ!、たゲームが行われるゲーム機の場合、音楽が再生されて いない時、すなわち無音状態時は、音楽再生信号に基づいたゲームを行うことはで きない。この無音状態時にも、音楽再生信号に基づいたゲームとは別の遊戯をユー ザに提供するようなゲーム機は存在しない。なお、所定時間継続して操作されないと 、省電力モードになるゲーム機は既に知られている(例えば特許文献 1参照)。 [0002] In the case of a game machine connected to a music playback device such as a portable audio player and playing a game based on the music playback signal of the music playback device, when music is not played back, that is, silence In the state, games based on music playback signals cannot be played. Even in this silent state, there is no game machine that provides the user with a game different from the game based on the music playback signal. Note that there is already known a game machine that enters a power saving mode when it is not operated for a predetermined time (see, for example, Patent Document 1).
特許文献 1 :特開 2003— 144751号公報 Patent Document 1: Japanese Unexamined Patent Application Publication No. 2003-144751
発明の開示 Disclosure of the invention
発明が解決しょうとする課題 Problems to be solved by the invention
[0003] そこで、本発明は、音楽再生信号に基づいたゲームが行われるゲーム機であって、 無音状態時にも簡単な遊戯を楽しめるゲーム機を提供することを目的とする。 [0003] Therefore, an object of the present invention is to provide a game machine in which a game based on a music playback signal is played, and which can enjoy simple play even in a silent state.
課題を解決するための手段 Means for solving the problem
[0004] 本発明のゲーム機は、ユーザによる入力操作を受け付け、その入力操作に応じて パルス信号を発生する操作入力部と、音楽再生機器カゝら出力される音楽再生信号を 取り込む信号入力部と、所定の音声信号を外部へ出力する音声出力部と、取り込ま れた前記音楽再生信号を解析してその解析に基づいたゲームを制御するゲーム制 御部と、少なくとも 1つの音に関する音データを記憶する音データ記憶部と、前記音 楽再生機器力 前記音楽再生信号が継続して所定時間出力されない場合に、無音 状態であると判断し、前記無音状態にお!、て実行される処理を制御する無音時処理 部と、を備え、前記無音時処理部は、前記操作入力部への入力操作をユーザへ所 定時間許可し、前記入力操作によって発生する前記パルス信号に基づ 、たリズムを 作成するリズム作成部と、前記音データ記憶部に記憶されている音データと、前記リ
ズム作成部にて作成されたリズムとを組み合わせてメロディ信号を作成するメロディ作 成部とを有し、作成された前記メロディ信号に従ったメロディを前記音声出力部から 出力させることにより上記の課題を解決する。 [0004] The game machine of the present invention receives an input operation by a user, generates an pulse input signal in response to the input operation, and a signal input unit for capturing a music playback signal output from the music playback device A sound output unit that outputs a predetermined sound signal to the outside, a game control unit that analyzes the captured music reproduction signal and controls a game based on the analysis, and sound data relating to at least one sound The sound data storage unit to be stored and the music playback device power When the music playback signal is not continuously output for a predetermined time, it is determined that there is a silence state, and the process executed in the silence state is executed. A silent time processing unit for controlling, and the silent time processing unit permits a user to perform an input operation to the operation input unit for a predetermined time and based on the pulse signal generated by the input operation. And rhythm creation unit that creates a beam, and the sound data stored in the sound data storage unit, the Li A melody creation unit that creates a melody signal in combination with the rhythm created by the rhythm creation unit, and outputs the melody according to the created melody signal from the voice output unit. To solve.
[0005] 本発明のゲーム機は、音楽再生信号の解析に基づいたゲームが行われるゲーム 機であり、音楽再生信号のない無音時の処理を行う無音時処理部を備え、無音時処 理部のリズム作成部及びメロディ作成部によって、無音時にメロディを作成する遊戯 を提供することができる。特に、本発明では音データは音データ記憶部に記憶されて V、る音を使用するので、ユーザは操作入力部の操作によるリズム入力だけを行えば よぐ簡易な方法でメロディを作成することができる。従って、無音状態時にも、簡単 な遊戯を楽しめるゲーム機を提供することができる。無音状態は音楽再生信号の待 ち受け状態であってもよいし、音楽の再生が休止されている状態であってもよい。な お、音データの音色や音程は問わない。音楽再生信号の解析には、テンポの解析 やジャンルの解析がある。 [0005] The game machine of the present invention is a game machine in which a game is performed based on an analysis of a music playback signal, and includes a silent time processing unit that performs processing when there is no music playback signal, and a silent time processing unit The rhythm creation section and melody creation section can provide a game for creating a melody when there is no sound. In particular, in the present invention, the sound data is stored in the sound data storage unit and uses V, and the sound is used. Therefore, the user can create a melody by a simple method only by inputting a rhythm by operating the operation input unit. Can do. Therefore, it is possible to provide a game machine that can enjoy simple play even in a silent state. The silence state may be a standby state for music playback signals, or may be a state where music playback is paused. The tone and pitch of the sound data are not important. Music playback signal analysis includes tempo analysis and genre analysis.
[0006] 前記音データは音符に関するデータであり、少なくとも 1つの音符の音程及び長さ を示すデータであってもよい。この場合は、音データの設定として音符に関する属性 設定をすればよい。作成されるメロディは音符によって再現されるため音楽的に表現 することができる。また、当該音データの音符を使用して他の遊戯に使用することもで きる。前記音データの音には、出力される音は全て同じ長さになるように設定されて いてもよい。これにより、操作入力部への入力間隔と音の出力間隔とがほぼ同じにな るので、入力されたリズムを損なわずに、記憶容量を軽減ィ匕し処理も簡易化できる。 [0006] The sound data is data relating to notes, and may be data indicating the pitch and length of at least one note. In this case, it is only necessary to set the attribute related to the note as the sound data setting. Since the created melody is reproduced by musical notes, it can be expressed musically. It can also be used for other games using notes of the sound data. The sounds of the sound data may be set so that all output sounds have the same length. As a result, the input interval to the operation input unit and the sound output interval become substantially the same, so that the storage capacity can be reduced and the processing can be simplified without impairing the input rhythm.
[0007] 前記ゲーム機は、所定の画像を表示する表示部を有し、前記音データ記憶部は、 前記表示部に表示される少なくとも 1つのキャラクタに各キャラクタの音データを対応 付けて記憶し、前記無音時処理部は、前記無音状態にて、前記表示部に前記少なく とも 1つのキャラクタのうちいずれかのキャラクタを表示させ、前記メロディ作成部は、 表示された前記キャラクタに対応付けられた音データと、前記リズムとを組み合わせ て前記メロディ信号を作成してもよ ヽ。 [0007] The game machine has a display unit for displaying a predetermined image, and the sound data storage unit stores sound data of each character in association with at least one character displayed on the display unit. The silent time processing unit causes the display unit to display any one of the at least one character in the silent state, and the melody creating unit is associated with the displayed character. The melody signal may be created by combining sound data and the rhythm.
[0008] これにより、ユーザは表示されるキャラクタによって全く異なるメロディを作成すること ができる。表示されるキャラクタは、例えば、ゲーム制御部によるゲームで使用するキ
ャラクタであっても、ユーザによって直接選択されたキャラクタであってもよい。 [0008] Thereby, the user can create a completely different melody depending on the displayed character. The displayed character is, for example, a key used in a game by the game control unit. It may be a character or a character directly selected by the user.
[0009] 前記ゲーム機は、外部力 音声を入力するマイク部を有し、前記無音時処理部は、 前記マイク部から入力された音声を検知すると検知信号を発生する音声検知部と、 前記音声検知部から検知信号を受信すると前記表示部に表示されたキャラクタが所 定の動作をするように前記キャラクタの動きを制御するアニメ制御部と、を更に有して ちょい。 [0009] The game machine has a microphone unit for inputting external force sound, and the silent time processing unit generates a detection signal when detecting sound input from the microphone unit; An animation control unit that controls the movement of the character so that the character displayed on the display unit performs a predetermined action when receiving a detection signal from the detection unit.
[0010] このゲーム機では、無音状態時に、メロディ作成の他、外部からの音声にキャラクタ を反応させる遊戯を提供することができる。 [0010] In this game machine, in the silent state, in addition to creating a melody, it is possible to provide a game in which a character reacts to an external voice.
発明の効果 The invention's effect
[0011] 以上に説明したように、本発明のゲーム機によれば、音楽再生機器にて音楽が再 生されて ヽな ヽ無音状態時に、ユーザによる操作入力部への入力操作を所定時間 許可し、その入力操作によって発生するパルス信号に基づいたリズムを作成して、予 め記憶されて 、る音データと、作成されたリズムとを組み合わせてメロディを作成し、 所定の出力部力 出力させる。これにより、音楽再生信号に基づいたゲームが行わ れる一方で、無音状態時にも簡単な遊戯を楽しめるゲーム機を提供することができる 図面の簡単な説明 [0011] As described above, according to the game machine of the present invention, when music is played on the music playback device and the sound is silent, the user is allowed to perform an input operation to the operation input unit for a predetermined time. Then, create a rhythm based on the pulse signal generated by the input operation, create a melody by combining the sound data stored in advance and the created rhythm, and output the specified output force . As a result, it is possible to provide a game machine in which a game based on a music playback signal is performed and a simple game can be enjoyed even in a silent state.
[0012] [図 1]本発明の一形態に係る携帯型ゲーム機を携帯型音楽プレーヤとィャフォンとの 間に配置した状態を示す図。 FIG. 1 is a diagram showing a state in which a portable game machine according to one embodiment of the present invention is arranged between a portable music player and an earphone.
[図 2]図 1のゲーム機の制御系の構成を示すブロック図。 FIG. 2 is a block diagram showing a configuration of a control system of the game machine of FIG.
[図 3]図 1のゲーム機の無音状態時に LCDに表示される画像を示す図。 FIG. 3 is a diagram showing an image displayed on the LCD when the game machine of FIG. 1 is silent.
[図 4]音情報の一例を示す図。 FIG. 4 is a diagram showing an example of sound information.
[図 5]制御ユニットが行う無音時処理ルーチンを示すフローチャート。 FIG. 5 is a flowchart showing a silence processing routine performed by the control unit.
[図 6]メロディ作成処理ルーチンを示すフローチャート。 FIG. 6 is a flowchart showing a melody creation processing routine.
[図 7]音反応アニメ処理ルーチンを示すフローチャート。 FIG. 7 is a flowchart showing a sound reaction animation processing routine.
[図 8A]入力リズム情報が作成されるようすを示す図。 FIG. 8A is a diagram showing how input rhythm information is created.
[図 8B]メロディ Mが作成されるようすを示す図。 FIG. 8B is a diagram showing how melody M is created.
発明を実施するための最良の形態
[0013] 図 1は本発明の一形態に係る携帯型のゲーム機を示している。ゲーム機 1は、携帯 型音楽プレーヤ 100と組み合わせて使用されるものであり、筐体 2と、その筐体 2の前 面に取り付けられた表示装置としての LCD3とを備えている。筐体 2にはライン入力 端子 4、フォン端子 5が設けられている。ライン入力端子 4は携帯型音楽プレーヤ 100 のライン出力端子 101と中継ケーブル 102を介して接続される。フォン端子 5はィャ フォン 103と接続される。つまり、本形態のゲーム機 1は、携帯型音楽プレーヤ 100と これに組み合わされるべき音声出力装置との間に介装されて使用される。音楽プレ ーャ 100と組み合わされる音声出力装置はィャフォン 103に限らない。すなわち、携 帯型音楽プレーヤ 100は、スピーカ、ヘッドフォン等の各種の音声出力装置に向け て音声変換用の音楽再生信号を出力できるものであればよぐその記録媒体の形式 、再生方式といった細部は問わない。更に、音楽プレーヤは携帯型に限らず、家庭 用オーディオ、テレビ、市販の携帯電子ゲームにおいて音楽を再生して出力するも のであればよい。 BEST MODE FOR CARRYING OUT THE INVENTION FIG. 1 shows a portable game machine according to one embodiment of the present invention. The game machine 1 is used in combination with the portable music player 100, and includes a housing 2 and an LCD 3 as a display device attached to the front surface of the housing 2. The case 2 is provided with a line input terminal 4 and a phone terminal 5. The line input terminal 4 is connected to the line output terminal 101 of the portable music player 100 via the relay cable 102. The phone terminal 5 is connected to the earphone 103. That is, the game machine 1 of this embodiment is used by being interposed between the portable music player 100 and the audio output device to be combined therewith. The audio output device combined with the music player 100 is not limited to the earphone 103. That is, the portable music player 100 is not particularly limited as long as it can output a music reproduction signal for audio conversion to various audio output devices such as speakers and headphones. It doesn't matter. Furthermore, the music player is not limited to a portable player, and any player that plays and outputs music in home audio, television, and commercially available portable electronic games may be used.
[0014] 筐体 2の側面には、更に、ユーザの入力操作を受け付ける操作入力部としての入 力ボタン 6が設けられている。入力ボタン 6は押ボタンであり、ユーザは入力ボタン 6を 入力操作として押すことによって、ゲーム機 1において行われるゲームに関する各種 選択や入力を行う。また、筐体 2の背面にはマイク 7が設けられている。マイク 7は通 常はオフ状態であるが、オン状態になると外部の音声を取り込み可能になる。ゲーム 機 1は、音楽プレーヤ 100のライン入力端子 4から出力される音楽再生信号をィャフ オン 103へ通過させる中継器として機能するとともに、音楽プレーヤ 100から出力さ れる音楽再生信号を解析し、その解析結果に基づ!、たゲームをユーザに提供する ゲーム機として機能する。 On the side surface of the housing 2, an input button 6 is further provided as an operation input unit that receives user input operations. The input button 6 is a push button, and the user performs various selections and inputs related to the game performed on the game machine 1 by pressing the input button 6 as an input operation. A microphone 7 is provided on the back surface of the housing 2. Microphone 7 is normally off, but when it is on, it can capture external audio. The game machine 1 functions as a repeater that passes the music playback signal output from the line input terminal 4 of the music player 100 to the FF 103, and also analyzes the music playback signal output from the music player 100 and analyzes the analysis. Based on the results, it functions as a game machine that provides users with games.
[0015] 図 2は、ゲーム機 1の内部に設けられた制御系の構成を示すブロック図である。ゲ ーム機 1は、信号入力部としてのライン入力端子 4から音声出力部としてのフォン端 子 5へアナログの音声再生信号を通過させるバイパス経路 R1と、バイパス経路 R1か ら分岐する分岐経路 R2と、分岐経路 R2を介して取り込まれる音声再生信号を処理 する制御ユニット 10とを有する。なお、経路 Rl、 R2はいずれも右チャンネル、左チヤ ンネル及びアースチャンネルの 3本のラインで構成されるが、図では 1本で代表して
示している。 FIG. 2 is a block diagram showing a configuration of a control system provided in the game machine 1. The game machine 1 has a bypass path R1 for passing an analog audio reproduction signal from a line input terminal 4 as a signal input section to a phone terminal 5 as an audio output section, and a branch path R2 that branches from the bypass path R1. And a control unit 10 for processing an audio reproduction signal captured via the branch path R2. The paths Rl and R2 are each composed of three lines, the right channel, the left channel, and the earth channel. Show.
[0016] 制御ユニット 10は、マイクロプロセッシングユニット(MPU)と、その MPUの動作に 必要な周辺装置、例えば RAM、 ROM等の記憶装置 11、を糸且み合わせたコンビュ ータユニットとして構成されている。制御ユニット 10には、上述した入力ボタン 6、マイ ク 7及び LCD3の他、音声、効果音等を発生させるための音声出力部としてのスピー 力ユニット(SP) 20が接続され、さらに、スピーカユニット 20への接続経路にはフォン 端子 5も接続される。なお、入力ボタン 6は入力操作として押されると、その押下操作 に同期したパルス信号を制御ユニット 10へ出力する。記憶装置 11には、本発明を実 現するために必要な各種プログラム及びデータが保持されて 、る。 The control unit 10 is configured as a converter unit in which a microprocessing unit (MPU) and peripheral devices necessary for the operation of the MPU, for example, a storage device 11 such as a RAM and a ROM, are combined. In addition to the input button 6, microphone 7 and LCD 3 described above, the control unit 10 is connected to a speaker unit (SP) 20 as a sound output unit for generating sound, sound effects and the like. Phone terminal 5 is also connected to the connection path to 20. When the input button 6 is pressed as an input operation, a pulse signal synchronized with the press operation is output to the control unit 10. The storage device 11 holds various programs and data necessary for realizing the present invention.
[0017] 制御ユニット 10は、 LCD3にゲーム画面を表示させる等の処理を行うことにより、ュ 一ザに対して各種ゲーム機能を提供する。制御ユニット 10が所定の制御プログラム を記憶装置 11から読み込んで実行することにより、制御ユニット 10の内部には、論理 的装置として、ゲーム制御部 30及び無音時処理部 31が生成される。ライン入力端子 4に取り込まれた音楽再生信号は分岐経路 R2によりゲーム制御部 30及び無音時処 理部 31にそれぞれ送られる。 [0017] The control unit 10 provides various game functions to the user by performing processing such as displaying a game screen on the LCD 3. When the control unit 10 reads a predetermined control program from the storage device 11 and executes it, a game control unit 30 and a silent time processing unit 31 are generated as logical devices inside the control unit 10. The music playback signal input to the line input terminal 4 is sent to the game control unit 30 and the silent time processing unit 31 via the branch path R2.
[0018] ゲーム制御部 30は音楽再生信号を取り込むと、その音楽再生信号に基づ!/、たゲ ームを制御する。ゲーム制御部 30が制御するゲームとしては、例えば、音楽再生信 号力 テンポを解析してその解析されたテンポに関するゲームや、音楽再生信号か ら音楽のジャンルを解析してその解析されたジャンルに関するゲームがある。 [0018] When the game control unit 30 takes in the music reproduction signal, the game control unit 30 controls the game based on the music reproduction signal. The game controlled by the game control unit 30 includes, for example, a game related to the tempo analyzed by analyzing the music playback signal power tempo, and the genre analyzed by analyzing the music genre from the music playback signal. There is a game.
[0019] 無音時処理部 31には、状態判別部 31a、リズム作成部 31b、メロディ作成部 31c、 音声検知部 31d、及びアニメ制御部 3 leが含まれる。状態判別部 31aは、音楽再生 信号の状態によって、無音状態か否か判別する。音楽再生信号が所定時間、例え ば 2秒間継続してライン入力端子 4から取り込まれない場合は無音状態と判別する。 状態判別部 31aにて無音状態と判別された場合、リズム作成部 31b、メロディ作成部 31c、音声検知部 31d及びアニメ制御部 31eによってユーザに簡易なゲームが提供 される。各部 31b、 31c、 31d、 31eが行う処理については後述する。 [0019] The silent time processing unit 31 includes a state determination unit 31a, a rhythm creation unit 31b, a melody creation unit 31c, a voice detection unit 31d, and an animation control unit 3le. The state discriminating unit 31a discriminates whether or not there is a silence state depending on the state of the music playback signal. If the music playback signal is not input from the line input terminal 4 for a predetermined time, for example, for 2 seconds, it is determined that there is no sound. When the state determination unit 31a determines that there is no sound, the rhythm creation unit 31b, the melody creation unit 31c, the voice detection unit 31d, and the animation control unit 31e provide a simple game to the user. The processing performed by each unit 31b, 31c, 31d, 31e will be described later.
[0020] 無音時処理部 31が提供するゲームの概略について図 3を用いて説明する。まず、 状態判別部 31aが無音状態であると判断すると、無音状態画面 NSとして所定のキヤ
ラクタ Cが LCD3に表示される。当該キャラクタ Cは、例えば無音状態画面 NS用に予 め設定しておいてもよいし、ゲーム制御部 30によるゲームで使用されるキャラクタで あってもよい。次に、ユーザによって所定の操作が行われると、キャラクタ Cとのコミュ 二ケーシヨンモードとなり、メロディ作成プレイ及び音反応プレイの!/、ずれかが行われ る。 An outline of the game provided by the silent time processing unit 31 will be described with reference to FIG. First, when the state determination unit 31a determines that there is a silent state, the predetermined state is displayed as the silent state screen NS. Lacta C is displayed on LCD3. The character C may be set in advance for the silence state screen NS, for example, or may be a character used in a game by the game control unit 30. Next, when a predetermined operation is performed by the user, the communication mode with the character C is set, and the melody creation play and the sound reaction play are switched between!
[0021] メロディ作成プレイでは、ユーザによって入力されたリズムに従ってメロディが作成さ れる。作成されたメロディはスピーカユニット 20又はフォン端子 5から出力される。メロ ディ出力時の LCD3には、歌を歌っているキャラクタ C1や音符画像が表示される。一 方、音反応プレイでは、マイク 7から入力された音に反応させて動くキャラクタ C2が L CD3に表示される。 In the melody creation play, a melody is created according to the rhythm input by the user. The created melody is output from the speaker unit 20 or the phone terminal 5. On the LCD 3 during melody output, the character C1 singing the song and the note image are displayed. On the other hand, in the sound reaction play, the character C2 that moves in response to the sound input from the microphone 7 is displayed on the LCD3.
[0022] なお、本形態では、複数のキャラクタ Cが用意され、メロディを作成される際に使用 される音に関する情報が、図 4に示す音情報 40として各キャラクタ毎に対応付けられ て記憶装置 11に記憶されて 、る。これにより記憶装置 11は音データ記憶部として機 能する。音情報 40は複数のキャラクタ別音情報 41で構成され、キャラクタ別音情報 4 1はキャラクタ情報 42と音符情報 43とで構成される。キャラクタ情報 42は例えば各キ ャラクタに固有に付与された識別情報である。本形態では、 5種のキャラクタ A〜Eま でが用意されている。 In the present embodiment, a plurality of characters C are prepared, and information relating to sounds used when creating a melody is associated with each character as sound information 40 shown in FIG. 11 is remembered. Thereby, the storage device 11 functions as a sound data storage unit. The sound information 40 includes a plurality of character-specific sound information 41, and the character-specific sound information 41 includes character information 42 and note information 43. The character information 42 is, for example, identification information uniquely assigned to each character. In this embodiment, five types of characters A to E are prepared.
[0023] 音符情報 43は、各キャラクタに対応付けられた音符に関する情報であり、各音符の 音程、音色及び長さを示す波形データである。音符情報には更に順番情報も含まれ ている。順番情報は、メロディ作成プレイにおけるメロディの作成時に、使用される音 符の順番を示す情報である。例えば、図 4のキャラクタ Aの音符情報 43場合、「ド、レ 、ミ、ファ、ソ、ラ、シ」の各音符の音程、音色、長さについての情報が波形データとし て記憶され、順番情報にはドを最初としてシまでの順番が順に設定されている。なお 、本形態では音色は電子音であり、長さは 8分音符の長さである。 [0023] The note information 43 is information relating to the notes associated with each character, and is waveform data indicating the pitch, tone color and length of each note. Note information also includes order information. The order information is information indicating the order of notes used when creating a melody in the melody creation play. For example, in the case of note information 43 of character A in FIG. 4, information on the pitch, tone, and length of each note “do, les, mi, fa, so, la, shi” is stored as waveform data, and in order In the information, the order from the first to the first is set in order. In this embodiment, the timbre is an electronic sound and the length is the length of an eighth note.
[0024] 各キャラクタ Cの音符情報 43が示す音符の数は一定でなくてもよ 、。例えば、本形 態では、キャラクタ Aには 8つの音符が対応付けられている力 キャラクタ Eに対応付 けられている音符は 1つだけである。 [0024] The number of notes indicated by the note information 43 of each character C may not be constant. For example, in this embodiment, character A has only one note associated with force character E, which is associated with eight notes.
[0025] 次に、制御ユニット 10が無音時処理部 31として行う無音時処理について図 5〜図 7
に示すフローチャートに従って説明する。制御ユニット 10は、まずステップ S100にてNext, silent processing performed by the control unit 10 as the silent processing unit 31 will be described with reference to FIGS. It demonstrates according to the flowchart shown in FIG. Control unit 10 is first in step S100
、無音状態か否かを判別する。無音状態か否かの判別方法は上述した通りである。 無音状態でないと判別した場合は、有音判別状態としてステップ S100を繰り返す。 無音状態であると判別した場合は、ステップ S 105へ進んで無音状態画面 NSを表示 する。無音状態画面 NSでは上述したようにキャラクタ Cが表示される。以下、本形態 では無音状態の態様において、図 4に示すキャラクタ Aが無音状態画面 NSに表示さ れる場合にっ 、て説明する。 It is determined whether or not there is a silent state. The method for determining whether or not there is a silent state is as described above. If it is determined that the sound is not silent, step S100 is repeated as the sound determination state. If it is determined that there is no sound, the process proceeds to step S 105 and the silence state screen NS is displayed. The silent state screen NS displays character C as described above. Hereinafter, in the present embodiment, the case where the character A shown in FIG. 4 is displayed on the silent state screen NS in the silent state will be described.
[0026] 無音状態画面 NSの表示後、待機状態となる。ステップ S110でライン入力端子 4か らの音楽再生信号を検出するとゲーム制御部 30が実行するゲーム処理へ進み、音 楽再生信号が検出されず、ステップ S 115にてコミュニケーションモードを指定する操 作が行われたと判断した場合、ステップ S120にてコミュニケーションモードが開始さ れる。本形態では、例えば、無音状態において入力ボタン 6が押されるとコミュニケ一 シヨンモードが開始される。 [0026] Silence state screen After displaying NS, it enters a standby state. When the music playback signal from line input terminal 4 is detected in step S110, the process proceeds to the game processing executed by game control unit 30, and the music playback signal is not detected, and the operation for specifying the communication mode is performed in step S115. If it is determined that the communication has been performed, the communication mode is started in step S120. In this embodiment, for example, when the input button 6 is pressed in the silent state, the communication mode is started.
[0027] コミュニケーションモードの開始時に、制御ユニット 10はマイク 7をオン状態にする。 [0027] At the start of the communication mode, the control unit 10 turns on the microphone 7.
また、コミュニケーションモード用の態様のキャラクタ Aを LCD3に表示してもよい。コ ミュ-ケーシヨンを指定する処理もない場合は、ステップ S 110へ戻り待機状態が維 持される。コミュニケーションモードが開始されると、制御ユニット 10はステップ S125 にてメロディ作成処理を指定する操作が行われたか否かを判断する。当該操作が行 われた場合は、ステップ S 130へ進んでメロディ作成処理を行う。本形態では、例え ば、入力ボタン 6が押されるとメロディ作成処理が行われる。メロディ作成処理につい ては後述する。 Further, the character A in the mode for the communication mode may be displayed on the LCD 3. If there is no processing for designating communication, the process returns to step S110 and the standby state is maintained. When the communication mode is started, the control unit 10 determines in step S125 whether or not an operation for designating a melody creation process has been performed. If the operation is performed, the process proceeds to step S130 to perform melody creation processing. In this embodiment, for example, when the input button 6 is pressed, a melody creation process is performed. The melody creation process will be described later.
[0028] メロディ作成処理を指定する操作がない場合、ステップ S 135へ進んで音声反応ァ ニメ処理を行う。音声反応アニメ処理については後述する。音反応アニメ処理の表示 後、ステップ S140へ進み、コミュニケーションモードを終了する力否かを判断する。 本形態では、例えば、コミュニケーションモードの開始時から 10秒経過していると終 了と判断する。メロディ作成処理の終了後、又はコミュニケーションモードの終了と判 断されると、制御ユニット 10はステップ S145に進み、マイク 7をオフ状態にしてコミュ 二ケーシヨンモードを終了し、ステップ S100へ戻る。なお、コミュニケーションモード
は、例えばキャンセル操作による割り込み処理によって終了されてもよい。 [0028] If there is no operation for designating the melody creation process, the process proceeds to step S135 to perform the voice response animation process. The voice response animation process will be described later. After the sound reaction animation process is displayed, the process proceeds to step S140, and it is determined whether or not it is the power to end the communication mode. In this embodiment, for example, it is determined that the communication has ended when 10 seconds have elapsed since the start of the communication mode. After completion of the melody creation process or when it is determined that the communication mode is ended, the control unit 10 proceeds to step S145, turns off the microphone 7, ends the communication mode, and returns to step S100. Communication mode May be terminated by, for example, an interrupt process by a cancel operation.
[0029] 制御ユニット 10が実行するメロディ作成処理について図 6に示すフローチャート、図 8A及び図 8Bを用いて説明する。まず、制御ユニット 10は、ステップ S200にてキャラ クタ Aの音符情報 43を音情報 40から特定する。次に、ステップ S210にて、リズム入 力の受付を開始し、続くステップ S220にて入力ボタン 6が発生するパルス信号 Pを所 定時間 T取り込み、ステップ S230にて取り込まれたノ ルス信号 Pに基づいて入力リズ ム情報 RIを作成する。入力リズム情報 RIは、所定時間 Tにおける音符が位置すべき 音符位置 NPによってリズムパターンを示す。具体的には、リズム入力の開始をユー ザに例えば LCD3を介して通知する。この通知後、例えば 3秒間に入力ボタン 6が発 生するパルス信号 Pを取り込み、各パルス信号 Pのあった位置を音符位置 NPとする 入力リズム情報 RIを作成する。これにより、制御ユニット 10はリズム作成部 31bとして 機能する。 The melody creation process executed by the control unit 10 will be described with reference to the flowchart shown in FIG. 6 and FIGS. 8A and 8B. First, the control unit 10 specifies the note information 43 of the character A from the sound information 40 in step S200. Next, in step S210, acceptance of rhythm input is started, and in step S220, the pulse signal P generated by the input button 6 is captured for a predetermined time T, and the pulse signal P captured in step S230 is taken into the pulse signal P. Based on this, the input rhythm information RI is created. The input rhythm information RI indicates a rhythm pattern by a note position NP at which a note at a predetermined time T should be located. Specifically, the start of rhythm input is notified to the user via, for example, the LCD 3. After this notification, for example, the pulse signal P generated by the input button 6 is captured for 3 seconds, and the input rhythm information RI is created with the position where each pulse signal P was located as the note position NP. As a result, the control unit 10 functions as the rhythm creation unit 31b.
[0030] 入力リズム情報 RIを作成後、制御ユニット 10はステップ S240にて、入力リズム情報 RIに基づいたメロディ Mを作成する。具体的には、入力リズム情報 RIの各音符位置 NPに、キャラクタ Aの音符情報 43に設定されている音符を最初力 順番に対応させ ることにより、メロディ Mを作成する。これにより、制御ユニット 10はメロディ作成部 31c として機能する。本形態の場合、キャラクタ Aの音符情報 43は最初力 順に「ド、レ、 ミ、ファ、ソ、ラ、シ」であり、図 8Aに示すように、入力リズム情報 RIでは 6つの音符位 置 NPが設定されているので、各音符位置 NPに対して、図 8Bに示すように最初の「 ド」から 6つの音符(ド、レ、ミ、ファ、ソ、ラ)を対応させてメロディ Mを作成する。なお、 メロディ作成処理にて作成されるメロディ Mは、実質的には電気的に表現されたメロ ディ信号である。 [0030] After creating the input rhythm information RI, the control unit 10 creates a melody M based on the input rhythm information RI in step S240. Specifically, the melody M is created by associating each note position NP of the input rhythm information RI with the notes set in the note information 43 of the character A in the first power order. As a result, the control unit 10 functions as the melody creating unit 31c. In the case of this embodiment, the note information 43 of character A is “do, les, mi, fa, so, la, shi” in order of strength, and as shown in FIG. Since NP is set, for each note position NP, as shown in Fig. 8B, 6 notes (Do, Les, Mi, Fa, So, La) from the first "do" are associated with the melody M Create The melody M created by the melody creation process is essentially a melody signal expressed electrically.
[0031] 上述の例のようにキャラクタ Aの音符情報 43の「ラ」まで使用した場合、次にキャラク タ Aに対してメロディを作成する時には、「ラ」の次の「シ」から使用して最初の「ド」に 戻ってもよいし、再び最初の「ド」から使用してもよい。入力リズム情報 RIが示す音符 位置 NPが、音符情報 43が示す音符の数より多い時は、最初の音符に戻って使用す ればよい。例えば、キャラクタ Eの音符情報 43は「ミ」のみであるから、メロディ Mは全 て「ミ」で表現される。
[0032] メロディ Mが作成されると、制御ユニット 10はステップ S250にて、作成したメロディ Mのメロディ信号をアナログ信号に変えてスピーカユニット 20から出力する。ィャフォ ン 103が接続されている時はメロディ Mのメロディ号をフォン端子 5からィャフォン 10 3へ出力する。メロディ Mが出力される際の LCD3には、上述したように、歌を歌って V、る態様のキャラクタ Aが表示される。キャラクタ Aの他に音符の画像が表示されても よい。メロディ出力用の画像は、例えば予め記憶装置 11に記憶しておけばよい。 [0031] As shown in the above example, when “A” of the note information 43 of character A is used, the next time a melody is created for character A, it is used from “S” next to “L”. You may return to the first “do” or use it again from the first “do”. When the note position NP indicated by the input rhythm information RI is greater than the number of notes indicated by the note information 43, it may be used after returning to the first note. For example, since the note information 43 of the character E is only “M”, the melody M is all expressed by “M”. When melody M is created, control unit 10 changes the created melody signal of melody M to an analog signal and outputs it from speaker unit 20 in step S250. When the earphone 103 is connected, the melody number of melody M is output from the phone terminal 5 to the earphone 103. On the LCD 3 when the melody M is output, the character A in the form of V singing a song is displayed as described above. In addition to character A, a note image may be displayed. The melody output image may be stored in the storage device 11 in advance, for example.
[0033] なお、制御ユニット 10は、作成されたメロディ Mをキャラクタ Aと対応付けて記憶す る。これにより、作成されたメロディ Mのリプレイが可能になる。キャラクタ Aに対してメ 口ディ作成が再度選択され、新しいメロディ が作成された場合、前に作成されたメ 口ディ Mは後に作成されたメロディ ΜΊこ上書きされてもよいし、作成された全てのメロ ディ M、 M'はキャラクタ Aに対応付けて記憶してもよ 、。 Note that the control unit 10 stores the created melody M in association with the character A. As a result, the created melody M can be replayed. If creation of media is again selected for character A and a new melody is created, the previously created media M may be overwritten by the later created melody or all created The melodies M and M 'may be stored in association with character A.
[0034] 制御ユニット 10が実行する音反応アニメ処理について図 7に示すフローチャートに 従って説明する。制御ユニット 10はステップ S300にてマイク 7から外部の音声が入 力された力否かを判断し、音声が入力されると、ステップ S310にて検知信号を発生 する。これにより制御ユニット 10は音声検知部として機能する。検知信号が発生する と、制御ユニット 10はステップ S 320へ進んで音反応アニメを LCD3に表示する。具 体的には、無音状態画面 NSのキャラクタ Aを例えば上下に 2ドットずつ瞬間的(例え ば 0. 2秒間)にずらして表示し、キャラクタ Aがピクつと動くようなアニメを表示する。 The sound reaction animation process executed by the control unit 10 will be described according to the flowchart shown in FIG. In step S300, the control unit 10 determines whether or not an external sound is input from the microphone 7, and when the sound is input, generates a detection signal in step S310. Thereby, the control unit 10 functions as a voice detection unit. When the detection signal is generated, the control unit 10 proceeds to step S320 and displays the sound reaction animation on the LCD 3. Specifically, the character A on the silent screen NS is displayed, for example, by shifting it vertically by 2 dots (for example, 0.2 seconds), and displaying an animation that makes the character A move rapidly.
[0035] これにより、制御ユニット 10はアニメ制御部として機能する。検知信号によってずら されるドット数を変えてもよい。これにより、例えば、音の大きさに応じて動きの大きさ が変わるアニメを表現することができる。音反応アニメの表示後、又はマイク 7からの 音声の入力がない場合は、音反応アニメ処理を終了する。 Accordingly, the control unit 10 functions as an animation control unit. The number of dots shifted by the detection signal may be changed. As a result, for example, it is possible to express an animation in which the magnitude of movement changes according to the volume of the sound. After displaying the sound response animation, or if no sound is input from the microphone 7, the sound reaction animation process is terminated.
[0036] 本発明は以上の形態に限定されることなぐ種々の形態で実施することができる。 The present invention can be implemented in various forms without being limited to the above form.
例えば、本形態の無音状態では音楽再生信号を受信するとゲーム処理が行われ、 無音状態はいわゆる待ち受け状態であるが、無音状態は音楽再生信号を受け付け ない状態であってもよい。また、メロディ作成の際に使用される音符の順番は、順番 情報を設定せずに、ランダムに使用されるようにしてもよい。また、音符情報 43には 単音だけでなく和音が含まれてもよい。本形態での音符は 8分音符であるが、これに
限らず 4分音符や 16分音符でもよい。全てのキャラクタ Cについて 1つの音情報 41が 対応付けられていてもよい。音反応アニメの動きは上下の動きに限らず、瞬間的な動 きであればよい。
For example, when a music playback signal is received in the silence state of this embodiment, the game process is performed. The silence state is a so-called standby state, but the silence state may be a state in which a music playback signal is not accepted. In addition, the order of notes used when creating a melody may be used randomly without setting the order information. The note information 43 may include chords as well as single notes. The note in this form is an eighth note. Not limited to quarter notes or 16th notes. One piece of sound information 41 may be associated with all characters C. The movement of the sound reaction animation is not limited to vertical movement, but may be instantaneous movement.
Claims
[1] ユーザによる入力操作を受け付け、その入力操作に応じてノ ルス信号を発生する 操作入力部と、 [1] An operation input unit that accepts an input operation by a user and generates a noise signal in response to the input operation;
音楽再生機器から出力される音楽再生信号を取り込む信号入力部と、 所定の音声信号を外部へ出力する音声出力部と、 A signal input unit that captures a music playback signal output from a music playback device, an audio output unit that outputs a predetermined audio signal to the outside,
取り込まれた前記音楽再生信号を解析してその解析に基づいたゲームを制御する ゲーム制御部と、 A game control unit that analyzes the captured music playback signal and controls a game based on the analysis;
少なくとも 1つの音に関する音データを記憶する音データ記憶部と、 A sound data storage unit for storing sound data relating to at least one sound;
前記音楽再生機器力 前記音楽再生信号が継続して所定時間出力されない場合 に、無音状態であると判断し、前記無音状態において実行される処理を制御する無 音時処理部と、 When the music playback signal is not continuously output for a predetermined time, it is determined that the music playback device is in a silent state, and a silent processing unit that controls processing executed in the silent state;
を備え、 With
前記無音時処理部は、 The silent time processing unit
前記操作入力部への入力操作をユーザへ所定時間許可し、前記入力操作によつ て発生する前記パルス信号に基づ 、たリズムを作成するリズム作成部と、前記音デ ータ記憶部に記憶されて 、る音データと、前記リズム作成部にて作成されたリズムと を組み合わせてメロディ信号を作成するメロディ作成部とを有し、作成された前記メロ ディ信号に従ったメロディを前記音声出力部力 出力させるゲーム機。 An input operation to the operation input unit is permitted to the user for a predetermined time, and a rhythm generation unit that generates a rhythm based on the pulse signal generated by the input operation, and a sound data storage unit A melody creation unit that creates a melody signal by combining the stored sound data and the rhythm created by the rhythm creation unit, and the melody according to the created melody signal is voiced Output power A game machine that outputs power.
[2] 前記音データは音符に関するデータであり、少なくとも 1つの音符の音程及び長さ を示すデータであることを特徴とする請求の範囲第 1項に記載のゲーム機。 2. The game machine according to claim 1, wherein the sound data is data relating to a note, and is data indicating a pitch and a length of at least one note.
[3] 前記音データには、出力される音は全て同じ長さになるように設定されている請求 の範囲第 1項又は第 2項に記載のゲーム機。 [3] The game machine according to claim 1 or 2, wherein the sound data is set so that all output sounds have the same length.
[4] 前記ゲーム機は、所定の画像を表示する表示部を有し、 [4] The game machine has a display unit for displaying a predetermined image,
前記音データ記憶部は、前記表示部に表示される少なくとも 1つのキャラクタに各キ ャラクタの音データを対応付けて記憶し、 The sound data storage unit stores sound data of each character in association with at least one character displayed on the display unit,
前記無音時処理部は、 The silent time processing unit
前記無音状態にて、前記表示部に前記少なくとも 1つのキャラクタのうちいずれか のキャラクタを表示させ、
前記メロディ作成部は、表示された前記キャラクタに対応付けられた音データと、前 記リズムとを組み合わせて前記メロディ信号を作成する請求の範囲第 1項〜第 3項の いずれか 1項に記載のゲーム機。 In the silent state, any one of the at least one character is displayed on the display unit, The melody creating unit creates the melody signal by combining the sound data associated with the displayed character and the rhythm described in any one of claims 1 to 3. Game machine.
前記ゲーム機は、外部力 音声を入力するマイク部を有し、 The game machine has a microphone unit for inputting external power sound,
前記無音時処理部は、 The silent time processing unit
前記マイク部から入力された音声を検知すると検知信号を発生する音声検知部と、 前記音声検知部から検知信号を受信すると前記表示部に表示されたキャラクタが 所定の動作をするように前記キャラクタの動きを制御するアニメ制御部と、を更に有す る請求の範囲第 4項に記載のゲーム機。
A voice detection unit that generates a detection signal when detecting a voice input from the microphone unit; and a character displayed on the display unit that performs a predetermined action when receiving a detection signal from the voice detection unit. 5. The game machine according to claim 4, further comprising an animation control unit that controls movement.
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JP2006066736A JP2007236824A (en) | 2006-03-10 | 2006-03-10 | Game machine |
JP2006-066736 | 2006-03-10 |
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