WO2010016189A1 - Game program and game device - Google Patents

Game program and game device Download PDF

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Publication number
WO2010016189A1
WO2010016189A1 PCT/JP2009/003292 JP2009003292W WO2010016189A1 WO 2010016189 A1 WO2010016189 A1 WO 2010016189A1 JP 2009003292 W JP2009003292 W JP 2009003292W WO 2010016189 A1 WO2010016189 A1 WO 2010016189A1
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WO
WIPO (PCT)
Prior art keywords
acoustic
information
game
virtual space
corresponding position
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PCT/JP2009/003292
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French (fr)
Japanese (ja)
Inventor
関口貴弘
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株式会社セガ
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Publication of WO2010016189A1 publication Critical patent/WO2010016189A1/en

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    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04SSTEREOPHONIC SYSTEMS 
    • H04S7/00Indicating arrangements; Control arrangements, e.g. balance control
    • H04S7/30Control circuits for electronic adaptation of the sound field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6081Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/807Role playing or strategy games
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC 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
    • G10H2220/00Input/output interfacing specifically adapted for electrophonic musical tools or instruments
    • G10H2220/135Musical aspects of games or videogames; Musical instrument-shaped game input interfaces
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC 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
    • G10H2220/00Input/output interfacing specifically adapted for electrophonic musical tools or instruments
    • G10H2220/155User input interfaces for electrophonic musical instruments
    • G10H2220/201User input interfaces for electrophonic musical instruments for movement interpretation, i.e. capturing and recognizing a gesture or a specific kind of movement, e.g. to control a musical instrument
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R2400/00Loudspeakers
    • H04R2400/11Aspects regarding the frame of loudspeaker transducers

Definitions

  • the present invention relates to a game program and a game apparatus for outputting sound according to movement of an object in a virtual space.
  • Patent Document 1 discloses a three-dimensional sound system that sequentially calculates the distance and direction between each polygon center of an object and a sound source and outputs sound according to the distance and direction. .
  • Patent Document 2 discloses a game apparatus that sequentially calculates the distance between a sound source and a listening position and outputs sound having frequency characteristics corresponding to the distance.
  • Japanese Patent Laid-Open No. 08-149600 Japanese Patent Laying-Open No. 2005-046270 (Japanese Patent No. 3740518)
  • the present invention was devised to solve such conventional problems, and aims to reduce the computational load while ensuring the reality of the output sound.
  • a game program is a game program for a game device including a moving operation means, an acoustic storage means, an acoustic reproduction means, and a control means, and generates the virtual space for the control means.
  • the acoustic information stored in the acoustic information storage means is read out in correspondence with the position of the object in the virtual space, and the acoustic information is input to the acoustic reproduction means.
  • the present invention is a game apparatus comprising a movement operation means, a storage means, a sound reproduction means, and a control means, wherein the control means includes a virtual space generation means for generating a virtual space, and an inside of the virtual space
  • An object corresponding position calculating means, and the control means moves the object substantially along the movement standard path in the virtual space based on the input of the moving operation means, and corresponds to the object corresponding position. Then, the sound control information and / or sound information stored in the storage means is read out, and the sound controlled by the sound control information To input the broadcast to the sound reproducing means.
  • the virtual space is divided into a plurality of areas, for example, and the acoustic control information and / or the acoustic information is set for each area. This facilitates setting the effect for each area.
  • a movement standard path of the object is generated, a position on the movement standard path (referred to as an object corresponding position) corresponding to the position of the object is calculated, and
  • the acoustic control information and / or acoustic information stored in the storage unit may be read in correspondence with the object corresponding position, and the acoustic information controlled by the acoustic control information may be input to the acoustic reproduction unit.
  • the sound control information may include volume information, and the output volume of the sound reproduction means may be controlled based on the volume information corresponding to the object corresponding position.
  • the acoustic information includes, for example, background music information.
  • the calculation load can be reduced while ensuring the reality of the output sound.
  • FIG. 1 It is a front view which shows the Example of the game device which concerns on this invention.
  • FIG. 10 is a flowchart illustrating object corresponding position calculation processing in FIG. 9.
  • FIG. It is a top view which shows the virtual space in Example 2 of the game program which concerns on this invention, and a game device. It is a flowchart which shows the process of Example 2 of the game program which concerns on this invention.
  • FIG. 1 is a front view showing an embodiment of a game apparatus according to the present invention
  • FIG. 2 is a block diagram showing the game apparatus of FIG.
  • a controller 2100 is connected to the game device 2000, and a display device such as a TV monitor 2200 and a keyboard 2300 are connected to the game device 2000.
  • the display device 2200 has a player character object CH that operates in response to an operation from the player, an object movement path (course) CR, a life gauge LG that indicates the remaining power of the object, and an image that shows a state in the virtual three-dimensional space. Is displayed, and the object CH is moved by the controller 2100.
  • the moving path (course) CR of the object in FIG. 1 may not be displayed along the traveling direction of the object CH.
  • this movement route (course) CR is located at the approximate center in the width direction of the area where the object CH can travel, and acoustic information to be described later may be determined based on this position.
  • the game apparatus 2000 includes a CPU 1000 that controls the whole, a boot ROM 1010 that stores a program for starting the game apparatus 2000, and a system memory 1020 that stores programs and data executed by the CPU 1000.
  • the game apparatus 2000 is provided with a video processor 1030 that generates and controls an image to be displayed, and a graphic memory 1040 that stores an image that is a source of the generated image and a generated image.
  • the displayed image is displayed on the display device 2200.
  • the game apparatus 2000 is provided with an audio processor (sound reproduction means) 1070 for reproducing sound and an audio memory (storage means) 1080 for storing sound information of sound data to be reproduced and sound control information for controlling the sound information.
  • the audio processor 1070 generates a sound digital signal based on the sound information and sound control information stored in the audio memory 1080, and outputs sound by a sound output device 2210 such as a speaker or headphones.
  • the acoustic information may be single sound data set to flow in a fixed place in the virtual space, or sound data set to flow in a loop.
  • the sound control information is a program that can bring about effect effects on sound volume information and sound information. Examples of effect effects on acoustic information include those that can provide an echo effect and those that intentionally distort sound. By combining these, various sound expressions can be achieved even with a small amount of sound data.
  • the sound volume information referred to here means the sound output from the audio processor 1070, which is set by a program, and the sound volume actually played is the setting of the speaker or the headphones (sound output device 2210) itself. Played at the set volume.
  • the game device 2000 is provided with a CD-ROM drive 1090 or the like as a storage device for program data and the like, and the game program and data stored in the storage medium in the storage device are read into the system memory 1020, the graphic memory 1040, and the audio memory 1080. It is.
  • the game device 2000 is provided with a memory interface 1130, and can read and write to the memory cards A and B held by the player. Thereby, it is possible to register the game results of each player, the state of the game finished halfway, and the like.
  • the game apparatus 2000 is provided with a modem 1150 via a communication interface 1160, and can execute a network game by a plurality of game apparatuses 2000 via a network.
  • Various information related to the game such as the ranking of the game and various events can be acquired.
  • the game apparatus 2000 is provided with a controller interface 1140, and the controller 2100 is connected to terminals 1 to 4 of the controller interface 1140.
  • FIG. 3 is a diagram showing a moving path of the player character in the game executed on the game device of FIG. 1
  • FIG. 4 is a diagram showing a game screen displayed on the game device of FIG. 1
  • FIG. 6 is a graph showing an example of acoustic control information for a game executed by the game apparatus of FIG. 1
  • FIG. 7 is a diagram showing a corresponding position calculation method.
  • FIG. 8 and FIG. 8 are tables showing examples of sound volume control information.
  • the movement path CR is formed in the virtual space SP, and the player character CH can move freely within a range that does not deviate from the course CR.
  • the movement route CR may be interrupted in a range in which the player character CH can move in the actual virtual space.
  • a branch point may be provided in the middle of the movement route CR, and the movement route CR may be divided into a plurality of portions.
  • the player may be able to freely select the traveling direction with respect to the branch of the movement route CR, or the movement route based on the determination that the player character CH has acquired an object arranged as an item on the movement route CR. You may branch by satisfying various conditions, such as branching CR.
  • a movement standard route CR1 indicating a standard movement route of the player character CH is set.
  • the player can operate the controller 2100 to move the player character CH forward and backward, for example, along the course CR, and move the player character CH in the width direction of the course CR and the vertical direction of the virtual space SP.
  • an object corresponding position CP corresponding to the coordinate position CH (X, Y, Z) in the virtual space SP of the player character CH is determined.
  • a game screen is generated and displayed on the display device 2200 in response to a change in the object corresponding position CP accompanying the movement of the player character CH.
  • two person objects OB1, OB2 and other objects other than the player character CH are displayed on the game screen.
  • the player character CH When the player character CH comes into contact with the target object, the remaining power of the life gauge LG indicating the remaining power of the player character CH may be changed. In addition, various other effects can be set.
  • FIG. 6 schematically shows a combination of the sounds S1 to S4 controlled by the four types of sound control information.
  • the sound S1 smoothly increases in volume from the volume 0, and after exceeding the peak, the volume once becomes 0, smoothly reaches the volume peak again, and then returns to the volume 0.
  • the volume change is set individually corresponding to the object corresponding position CP.
  • Sounds S1 to S4 and the like include background music, water sounds, living sounds, wind sounds, and other environmental sounds.
  • Sound can be provided to the player, and for example, the volume of the waterfall flowing can be increased as the player character CH approaches the waterfall flowing in the virtual space.
  • the object corresponding position CP is, for example, a point on the moving standard route CR1 that is closest to the coordinate position CH (X, Y, Z) of the player character CH.
  • the movement standard route CR1 is generally set to a curved line or a complicated broken line, and it may not be easy to find the shortest distance point with respect to any position CH on the movement standard route CR1.
  • a plurality of course reference coordinates KF0 to KFn are set on the standard movement route CR1, and each course reference coordinate from the start position KF0 is set in advance.
  • a path length bdist to KFi is calculated, and a distance ndist from KFi to CP is calculated on a line segment connecting adjacent course reference coordinates KFi and KFi + 1.
  • bdist path length from the course reference coordinate KF0 to the course reference coordinate
  • KFi ndist path length from the course reference coordinate KFi to
  • CP poslt path length from the course reference coordinate KF0 to the corresponding position
  • CP c perpendicular to the course reference coordinate KFi Distance to foot CF
  • Angle formed by vector vp0 and vector vp1
  • condition 1 when the inner product of the vectors vp0 and vp1 is negative or the square of the vector vp1 is negative (referred to as condition 1), it is determined as a good approximation, and the norm of vp0 is regarded as ndist.
  • condition 2 when the inner product of the vectors vp1 and vp2 is negative (referred to as condition 2), it is determined as a good approximation, and the norm of vp2 is regarded as ndist.
  • the volume information vol for the sounds S1 to S4 is set for each digital value of posld and stored in the audio memory 1080, and the calculated path length posld is a digital value posld (j ), Posld (j + 1) (value (posldt)) (formula (4)), the volume at posld (j), posld (j + 1) is vol (posld (j)), vol (posld). (J + 1)), the volume vol (posldt) is calculated by the interpolation calculation of the equation (5).
  • vol (posldt) vol (posld (j)) + ⁇ Vol (posld (j + 1))-vol (posld (j)) ⁇ ⁇ ⁇ posldt-posld (j) ⁇ / ⁇ Posld (j + 1) -posld (j) ⁇ (5)
  • Course CR can be divided into a plurality of areas, and each area may be changed to a stage with different scenes and situations set.
  • the boundary of each area is set by course reference coordinates KF0 to KFn, for example.
  • the object corresponding position CP is set based on the object position CH, and the acoustic control information is set based on the path length of the object corresponding position CP or its approximate value. Therefore, the calculation load for sound reproduction is small. . Furthermore, since the sound volume is set along the moving direction of the object CH, it is easy to set a smooth sound change, and an unnatural sound change at an area boundary can be prevented.
  • the volume can be actually obtained by multiplying the maximum value of each platform by the ratio according to the ratio.
  • a stage table that does not presuppose interpolation is generated in advance at the initialization of each stage. It is also possible to use the values of the volume table as they are simply by performing a position search. Thus, it is possible to suppress the load by omitting the complementation when the volume change is not so much. In addition, it is possible to suppress the load by setting not to calculate between points when the set volume is 0.
  • the CPU 1000 and the system memory 1020 function as control means in cooperation.
  • the CPU 1000, the system memory 1020, the video display processor 1030, and the graphic memory 1040 cooperate to function as a virtual space generation unit that generates the virtual space SP, and as an object generation unit that generates the object CH in the virtual space SP. Function.
  • the CPU 1000, the system memory 1020, and the controller 2100 cooperate to function as a movement operation unit that moves the object CH substantially along the movement standard route CR1 in the virtual space SP.
  • the CPU 1000 and the system memory 1020 cooperate to function as a standard route generation unit that generates the movement standard route CR1 of the object CH, It functions as an object corresponding position calculation means for calculating the object corresponding position CP corresponding to the position CH (X, Y, Z) of the object CH.
  • Game program A game program executed in the game device 2000 will be described.
  • FIG. 9 is a flowchart showing the process of the first embodiment of the game program according to the present invention
  • FIG. 10 is a flowchart showing the object corresponding position calculation process in FIG.
  • the game program causes the control means to execute the following steps.
  • Step S1101 First, parameters such as bdist, posld, ndist, CH (X, Y, Z), vp0, vp1, vp2, and ⁇ are initially set, and the process proceeds to step S1102.
  • Step S1102 It is determined whether or not a control signal for moving the character CH is input from the controller 2100. When the control signal is input, the process proceeds to step S1103. When the control signal is not input, the process jumps to step S1107.
  • Step S1103 The object CH is moved based on the control signal, and the process proceeds to step S1104.
  • Step S1104 The object corresponding position CP is calculated, and the process proceeds to step S1105.
  • Step S1105 A game image to be displayed is generated based on the position CH and the direction of the object CH, and the process proceeds to step S1106.
  • Step S1106 Based on the object corresponding position CP, the acoustic information is read from the audio memory 1080 and input to the audio processor 1070. As for the sound data input to the audio processor 1070, sound corresponding to the object corresponding position CP is reproduced from the sound output device 2210 via the display device 2200.
  • Step S1107 It is determined whether or not the object CH has reached the goal of the game. When the goal is reached, the process is terminated as it is, and when the goal is not reached, the process proceeds to step S1108.
  • Step S1108 It is determined whether or not the game should be terminated due to time out. When the game is to be ended, the processing is ended as it is, and when the time is not expired, the process returns to step S1102.
  • the game program causes the control means to execute the following steps when calculating the object corresponding position in step S1104.
  • Step S1201 It is determined whether or not the condition 1 is satisfied, that is, whether or not the inner product of the vectors vp0 and vp1 is negative or the square of the vector vp1 is negative. If condition 1 is satisfied, the process jumps to step S1205, and if condition 1 is not satisfied, the process proceeds to step S1202.
  • Step S1202 It is determined whether or not the condition 2 is satisfied, that is, whether or not the inner product of the vectors vp1 and vp2 is negative. If condition 2 is satisfied, the process jumps to step S1204. If condition 2 is not satisfied, the process proceeds to step S1203.
  • Step S1203 When the vector vp0 + vp2 is not a good approximation of vp1, as shown in FIG. 7, a vertical line is dropped from the position CH to the vector vp1, and from Equation (2) and (3), from KFi to the vertical foot CF Is calculated as a path length ndist. Thereby, the corresponding position CP (bdist + ndist) is calculated. Thereafter, the process ends.
  • the object corresponding position is defined by the path length for the character moving along the curved course, but the object corresponding position CP may be defined in a two-dimensional area.
  • FIG. 11 is a plan view showing a virtual space in the game program and game device according to the second embodiment of the present invention
  • FIG. 12 is a flowchart showing the processing of the game program according to the second embodiment of the present invention.
  • a plurality of rectangular areas A1, A2, A3, A4, A5, A6, A7 by X coordinate (coordinate in the horizontal direction of the game image) and Z coordinate (coordinate in the depth direction of the game image). ,... are sequentially connected to set the movement route CR of the character CH, the area A1 is the small areas A11 to A15, the area A2 is the small areas A21 to A22, the area A3 is the small areas A31 to A35, and the area A4.
  • area A5 is divided into small areas A51 to A53, area A6 is divided into small areas A61 to A64,.
  • Each small area is a rectangle or a polygon composed only of sides parallel to the X axis or the Z axis.
  • the areas A1, A2,... And the small areas A11, A12,... are defined as plane figures along the XZ coordinates, and the areas A1, A2,. It is provided corresponding to.
  • the character CH moves so as not to deviate from the areas A1, A2,... By the operation of the controller 2100, and the small area (small area A42 in FIG. 11) is determined by the position CH (X, Z) of the character CH.
  • the sound data (acoustic information and acoustic control information) for the sounds S1 to S4 is set so as to change for each small area for each area, and the control means selects the small area corresponding to the position CH (X, Z).
  • the object corresponding position CP is specified, and the corresponding sound data is read out. Note that the small area is specified only by evaluation of the X and Z coordinates, so the calculation load is small.
  • the area and the small area should not be a plane figure along the XZ coordinate, but a plane figure along the XY (game screen height direction) coordinate, or a plane figure along the YZ coordinate. Of course it is also possible.
  • the game program of the second embodiment is executed by the game device of FIGS. 1 and 2, and the game program causes the control means to execute the following steps (FIG. 12).
  • Steps S1401 to S1403 Processes similar to steps S1101 to S1103 in FIG. 9 are executed.
  • Step S1404 The object corresponding position CP (small area) corresponding to the position CH is calculated, and the process proceeds to step S1405.
  • Step S1405 Processing similar to that in step S1105 in FIG. 9 is executed, and the process proceeds to step S1406.
  • Step S1406 Based on the object corresponding position CP (small area), the acoustic control information is read from the audio memory 1080 and input to the audio processor 1070. Thereby, the sound corresponding to the object corresponding position CP is reproduced.
  • Steps S1407 and S1408 The same processing as steps S1107 and S1108 in FIG. 9 is executed.
  • program code for causing the computer to execute the game program is read from a storage medium or a communication medium into the system memory of the general-purpose computer.
  • the above embodiment has been described mainly for a game in which one object runs along a course, but it can be applied to any game in which one or more objects move in a virtual space.
  • the present invention can be applied to various applications for moving an object, such as a flight simulator, an RPG game, and an action game.
  • CH object (player character) CP object correspondence position CR movement route (course) CR1 Standard travel route SP Virtual space LG Life gauge 1000

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Signal Processing (AREA)
  • Stereophonic System (AREA)

Abstract

It is possible to reduce a computational load while ensuring the reality of output sound. Simultaneously with display of a game screen, four types of sounds (S1 to S4) corresponding to an object-corresponding position (CP) are multiply reproduced.  Correspondingly to the object-corresponding position (CP), for example, the level of the sound (S1) smoothly increases from zero, going beyond the peak, and once falls to zero.  Again, the sound level smoothly reaches the peak, and then returns to zero.  The changes of the levels of the sounds (S2 to S4) are also respectively set correspondingly to the object-corresponding position (CP). The sounds (S1 to S4 and the like) include environmental sounds such as background music, water sound, voices of creatures, and wind sound.

Description

ゲームプログラムおよびゲーム装置GAME PROGRAM AND GAME DEVICE
 本発明は、仮想空間内のオブジェクトの移動に応じて、音響を出力するためのゲームプロググラムおよびゲーム装置に関する。 The present invention relates to a game program and a game apparatus for outputting sound according to movement of an object in a virtual space.
 ゲームのための音響出力に関して、特許文献1には、オブジェクトの各ポリゴン中心と音源との距離、方向を逐次算出し、距離、方向に応じた音響を出力する3次元サウンドシステムが開示されている。 Regarding sound output for a game, Patent Document 1 discloses a three-dimensional sound system that sequentially calculates the distance and direction between each polygon center of an object and a sound source and outputs sound according to the distance and direction. .
 一方、特許文献2には、音源と聴取位置との距離を逐次計算し、距離に応じた周波数特性の音響を出力するゲーム装置が開示されている。 On the other hand, Patent Document 2 discloses a game apparatus that sequentially calculates the distance between a sound source and a listening position and outputs sound having frequency characteristics corresponding to the distance.
特開平08-149600号公報(特許3654369号公報)Japanese Patent Laid-Open No. 08-149600 (Japanese Patent No. 3654369) 特開2005-046270号公報(特許3740518号公報)Japanese Patent Laying-Open No. 2005-046270 (Japanese Patent No. 3740518)
 特許文献2による音響出力を実行するためには、音源とオブジェクトの距離を頻繁に演算する必要があり、演算負荷が大きい。さらに特許文献1の音響出力は、方向の演算が必要であり、演算負荷は一層大きい。  In order to execute the sound output according to Patent Document 2, it is necessary to frequently calculate the distance between the sound source and the object, and the calculation load is heavy. Furthermore, the sound output of Patent Document 1 requires calculation of the direction, and the calculation load is even greater. *
 本発明はこのような従来の問題点を解消すべく創案されたもので、出力音響のリアリティを確保しつつ演算負荷を軽減することを目的とする。 The present invention was devised to solve such conventional problems, and aims to reduce the computational load while ensuring the reality of the output sound.
 本発明に係るゲームプログラムは、移動操作手段と、音響記憶手段と、音響再生手段と、制御手段とを備えたゲーム装置のためのゲームプログラムであって、前記制御手段を、仮想空間を生成する仮想空間生成手段と、前記仮想空間内でオブジェクトを生成するオブジェクト生成手段として機能させ、さらに、前記制御手段に、前記移動操作手段の入力に基づいて、前記仮想空間内で、前記オブジェクトを前記仮想空間内で移動させ、前記オブジェクトの前記仮想空間内の位置に対応して、前記音響情報記憶手段に記憶された音響情報を読み出し、該音響情報を前記音響再生手段に入力させる。 A game program according to the present invention is a game program for a game device including a moving operation means, an acoustic storage means, an acoustic reproduction means, and a control means, and generates the virtual space for the control means. A virtual space generating means, and an object generating means for generating an object in the virtual space, and further causing the control means to move the object in the virtual space based on an input of the moving operation means. The acoustic information stored in the acoustic information storage means is read out in correspondence with the position of the object in the virtual space, and the acoustic information is input to the acoustic reproduction means.
 これによって、出力音響のリアリティを確保しつつ演算負荷を軽減し得る。 This can reduce the computation load while ensuring the reality of the output sound.
 本発明は、移動操作手段と、記憶手段と、音響再生手段と、制御手段とを備えたゲーム装置であって、前記制御手段は、仮想空間を生成する仮想空間生成手段と、前記仮想空間内でオブジェクトを生成するオブジェクト生成手段と、前記オブジェクトの移動標準経路を生成する標準経路生成手段と、前記オブジェクトの位置に対応して前記移動標準経路上の位置(オブジェクト対応位置という。)を算出するオブジェクト対応位置算出手段とを含み、前記制御手段は、前記移動操作手段の入力に基づいて、前記仮想空間内で、前記オブジェクトを前記移動標準経路に略沿って移動させ、前記オブジェクト対応位置に対応して、前記記憶手段に記憶された音響制御情報及び/又は音響情報を読み出し、該音響制御情報により制御された該音響情報を前記音響再生手段に入力させる。 The present invention is a game apparatus comprising a movement operation means, a storage means, a sound reproduction means, and a control means, wherein the control means includes a virtual space generation means for generating a virtual space, and an inside of the virtual space The object generation means for generating the object, the standard path generation means for generating the movement standard path of the object, and the position on the movement standard path (referred to as the object corresponding position) corresponding to the position of the object. An object corresponding position calculating means, and the control means moves the object substantially along the movement standard path in the virtual space based on the input of the moving operation means, and corresponds to the object corresponding position. Then, the sound control information and / or sound information stored in the storage means is read out, and the sound controlled by the sound control information To input the broadcast to the sound reproducing means.
 これによって、出力音響のリアリティを確保しつつ演算負荷を軽減し得る。 This can reduce the computation load while ensuring the reality of the output sound.
 本発明に係るゲームプログラムおよびゲーム装置において、前記仮想空間は、例えば、複数のエリアに分割され、前記音響制御情報及び/又は前記音響情報は前記エリアごとに設定される。これによって、エリアごとの演出効果設定が容易になる。 In the game program and the game device according to the present invention, the virtual space is divided into a plurality of areas, for example, and the acoustic control information and / or the acoustic information is set for each area. This facilitates setting the effect for each area.
 本発明に係るゲームプログラムおよびゲーム装置において、前記オブジェクトの移動標準経路を生成し、前記オブジェクトの位置に対応して前記移動標準経路上の位置(オブジェクト対応位置という。)を算出し、さらに、前記オブジェクト対応位置に対応して、前記記憶手段に記憶された音響制御情報及び/または音響情報を読み出し、該音響制御情報に制御された該音響情報を前記音響再生手段に入力させてもよい。 In the game program and game device according to the present invention, a movement standard path of the object is generated, a position on the movement standard path (referred to as an object corresponding position) corresponding to the position of the object is calculated, and The acoustic control information and / or acoustic information stored in the storage unit may be read in correspondence with the object corresponding position, and the acoustic information controlled by the acoustic control information may be input to the acoustic reproduction unit.
 これによって、移動標準経路が設定されたゲームにおいて、極めてわずかな演算負荷による音響設定が可能である。 This makes it possible to perform sound settings with a very small calculation load in a game in which a moving standard route is set.
 本発明に係るゲームプログラムおよびゲーム装置において、前記音響制御情報には音量情報が含まれ、前記オブジェクト対応位置に対応した前記音量情報に基づいて、前記音響再生手段の出力音量を制御してもよい。これによって、移動標準経路が設定されたゲームにおいて、音源との距離に基づいた音響調節を、極めてわずかな演算負荷によって実現し得る。 In the game program and the game device according to the present invention, the sound control information may include volume information, and the output volume of the sound reproduction means may be controlled based on the volume information corresponding to the object corresponding position. . As a result, in the game in which the moving standard route is set, the acoustic adjustment based on the distance to the sound source can be realized with a very small calculation load.
 本発明に係るゲームプログラムにおいて、前記音響情報には、例えば、背景音楽の情報が含まれる。 In the game program according to the present invention, the acoustic information includes, for example, background music information.
 本発明によれば、出力音響のリアリティを確保しつつ演算負荷を軽減し得る。 According to the present invention, the calculation load can be reduced while ensuring the reality of the output sound.
本発明に係るゲーム装置の実施例を示す正面図である。It is a front view which shows the Example of the game device which concerns on this invention. 図1のゲーム装置を示すブロック図である。It is a block diagram which shows the game device of FIG. 図1のゲーム装置で実行されるゲームにおける、プレーヤキャラクタの移動経路を示す図である。It is a figure which shows the movement path | route of a player character in the game performed with the game device of FIG. 図1のゲーム装置で表示されるゲーム画面を示す図である。It is a figure which shows the game screen displayed with the game device of FIG. 図1のゲーム装置で表示される他のゲーム画面を示す図である。It is a figure which shows the other game screen displayed with the game device of FIG. 図1のゲーム装置で実行されるゲームのための音響情報の例を示すグラフである。It is a graph which shows the example of the acoustic information for the game performed with the game device of FIG. 対応位置算出法を示す図である。It is a figure which shows a corresponding position calculation method. 音響の音量情報の例を示す表である。It is a table | surface which shows the example of the sound volume information. 本発明に係るゲームプログラムの実施例1の処理を示すフローチャートである。It is a flowchart which shows the process of Example 1 of the game program which concerns on this invention. 図9における、オブジェクト対応位置算出の処理を示すフローチャートである。FIG. 10 is a flowchart illustrating object corresponding position calculation processing in FIG. 9. FIG. 本発明に係るゲームプログラムおよびゲーム装置の実施例2における仮想空間を示す平面図である。It is a top view which shows the virtual space in Example 2 of the game program which concerns on this invention, and a game device. 本発明に係るゲームプログラムの実施例2の処理を示すフローチャートである。It is a flowchart which shows the process of Example 2 of the game program which concerns on this invention.
 次に本発明に係るゲームプログラムおよびゲーム装置の実施例を図面に基づいて説明する。 Next, embodiments of the game program and the game apparatus according to the present invention will be described with reference to the drawings.
[ゲーム装置]
 図1は、本発明に係るゲーム装置の実施例を示す正面図、図2は、図1のゲーム装置を示すブロック図である。
[Game device]
FIG. 1 is a front view showing an embodiment of a game apparatus according to the present invention, and FIG. 2 is a block diagram showing the game apparatus of FIG.
 図1において、ゲーム装置2000にコントロ-ラ2100が接続されており、さらにゲーム装置2000には、TVモニタ2200等の表示装置およびキーボード2300が接続されている。 In FIG. 1, a controller 2100 is connected to the game device 2000, and a display device such as a TV monitor 2200 and a keyboard 2300 are connected to the game device 2000.
 表示装置2200にはプレーヤからの操作に応じて動作するプレーヤキャラクタのオブジェクトCH、オブジェクトの移動経路(コース)CR、オブジェクトのパワー残量を示すライフゲージLGおよび仮想3次元空間内の様子を示す画像が表示され、オブジェクトCHは、コントローラ2100によって移動操作される。なお、図1におけるオブジェクトの移動経路(コース)CRは、オブジェクトCHの進行方向に沿って表示しなくてもよい。また、この移動経路(コース)CRは、オブジェクトCHが走行可能なエリアの幅方向における略中心に位置しており、この位置を基準に後述する音響情報を決定しても良い。 The display device 2200 has a player character object CH that operates in response to an operation from the player, an object movement path (course) CR, a life gauge LG that indicates the remaining power of the object, and an image that shows a state in the virtual three-dimensional space. Is displayed, and the object CH is moved by the controller 2100. The moving path (course) CR of the object in FIG. 1 may not be displayed along the traveling direction of the object CH. In addition, this movement route (course) CR is located at the approximate center in the width direction of the area where the object CH can travel, and acoustic information to be described later may be determined based on this position.
 図2において、ゲーム装置2000は、全体を制御するCPU1000と、ゲーム装置2000を起動させるためのプログラムを格納するブートロム1010と、CPU1000によって実行されるプログラムやデータを格納するシステムメモリ1020とを有する。 2, the game apparatus 2000 includes a CPU 1000 that controls the whole, a boot ROM 1010 that stores a program for starting the game apparatus 2000, and a system memory 1020 that stores programs and data executed by the CPU 1000.
 ゲーム装置2000には、表示すべき画像を生成、制御するビデオプロセッサ1030と、生成される画像の元となる画像や生成された画像を記憶するグラフィックメモリ1040が設けられ、ビデオプロセッサ1030は、生成した画像を表示装置2200に表示する。 The game apparatus 2000 is provided with a video processor 1030 that generates and controls an image to be displayed, and a graphic memory 1040 that stores an image that is a source of the generated image and a generated image. The displayed image is displayed on the display device 2200.
 ゲーム装置2000には、音響を再生するオーディオプロセッサ(音響再生手段)1070と、再生される音データの音響情報ならびに音響情報を制御する音響制御情報を記憶するオーディオメモリ(記憶手段)1080が設けられ、オーディオプロセッサ1070はオーディオメモリ1080に記憶された音響情報および音響制御情報に基づいて音響のデジタル信号を生成し、スピーカやヘッドフォン等の音響出力装置2210によって音響を出力する。 The game apparatus 2000 is provided with an audio processor (sound reproduction means) 1070 for reproducing sound and an audio memory (storage means) 1080 for storing sound information of sound data to be reproduced and sound control information for controlling the sound information. The audio processor 1070 generates a sound digital signal based on the sound information and sound control information stored in the audio memory 1080, and outputs sound by a sound output device 2210 such as a speaker or headphones.
 音響情報は、仮想空間上の特定の場所に固定されて流れるように設定された単発の音データあるいは、ループして流れるように設定されている音データでも良い。また、音響制御情報は、音量情報や、音響情報に対するエフェクト効果をもたらせるプログラムである。音響情報に対するエフェクト効果としては、たとえば、エコー効果をもたらせるもの、意図的にゆがんだ音声を出力するものなどがある。これらを組み合わせることで、少ない音データでも多彩な音表現が可能となる。 The acoustic information may be single sound data set to flow in a fixed place in the virtual space, or sound data set to flow in a loop. The sound control information is a program that can bring about effect effects on sound volume information and sound information. Examples of effect effects on acoustic information include those that can provide an echo effect and those that intentionally distort sound. By combining these, various sound expressions can be achieved even with a small amount of sound data.
なお、ここで言う音響の音量情報とはあくまでプログラムによって設定され、オーディオプロセッサ1070から出力される音響のことをいい、実際に再生される音量は、スピーカやヘッドフォン(音響出力装置2210)そのものの設定された音量にて再生される。 Note that the sound volume information referred to here means the sound output from the audio processor 1070, which is set by a program, and the sound volume actually played is the setting of the speaker or the headphones (sound output device 2210) itself. Played at the set volume.
 ゲーム装置2000には、プログラムデータ等の記憶装置としてCD-ROMドライブ1090等が設けられ、記憶装置において記憶媒体に格納されたゲームプログラムやデータをシステムメモリ1020、グラフィックメモリ1040、オーディオメモリ1080に読み込まれる。 The game device 2000 is provided with a CD-ROM drive 1090 or the like as a storage device for program data and the like, and the game program and data stored in the storage medium in the storage device are read into the system memory 1020, the graphic memory 1040, and the audio memory 1080. It is.
 ゲーム装置2000にはメモリインターフェース1130が設けられ、プレーヤが保有するメモリカードA、Bに対する読み書きが可能である。これによって、各プレーヤのゲーム成績、中途で終了したゲームの状態等を登録し得る。 The game device 2000 is provided with a memory interface 1130, and can read and write to the memory cards A and B held by the player. Thereby, it is possible to register the game results of each player, the state of the game finished halfway, and the like.
 ゲーム装置2000には、通信インターフェース1160を介してモデム1150が設けられ、ネットワークを介して複数のゲーム装置2000によるネットワークゲームを実行でき、また、サーバ(図示省略)から、ゲーム成績の統計、各プレーヤの順位、種々のイベント等、ゲームに関する種々の情報を取得し得る。 The game apparatus 2000 is provided with a modem 1150 via a communication interface 1160, and can execute a network game by a plurality of game apparatuses 2000 via a network. Various information related to the game such as the ranking of the game and various events can be acquired.
 ゲーム装置2000には、コントローラインターフェース1140が設けられ、コントローラ2100はコントローラインターフェース1140の端子1~4に接続される。 The game apparatus 2000 is provided with a controller interface 1140, and the controller 2100 is connected to terminals 1 to 4 of the controller interface 1140.
 次に、ゲーム装置2000で実行されるゲームにおける、プレーヤキャラクタ(オブジェクト)CHの移動経路、ゲーム画面および再生音響について説明する。 Next, the moving path of the player character (object) CH, the game screen, and the playback sound in the game executed on the game device 2000 will be described.
 図3は、図1のゲーム装置で実行されるゲームにおける、プレーヤキャラクタの移動経路を示す図、図4は、図1のゲーム装置で表示されるゲーム画面を示す図、図5は、図1のゲーム装置で表示される他のゲーム画面を示す図、図6は、図1のゲーム装置で実行されるゲームのための音響制御情報の例を示すグラフ、図7は、対応位置算出法を示す図、図8は、音響の音量制御情報の例を示す表である。 3 is a diagram showing a moving path of the player character in the game executed on the game device of FIG. 1, FIG. 4 is a diagram showing a game screen displayed on the game device of FIG. 1, and FIG. FIG. 6 is a graph showing an example of acoustic control information for a game executed by the game apparatus of FIG. 1, and FIG. 7 is a diagram showing a corresponding position calculation method. FIG. 8 and FIG. 8 are tables showing examples of sound volume control information.
 図3に模式図として示すように、移動経路CRは、仮想空間SP内に形成され、プレーヤキャラクタCHはコースCRから逸脱しない範囲で自由に移動し得る。また、移動経路CRは図3においては一つの道として一連で記載されているが、実際の仮想空間上においてはプレーヤキャラクタCHが移動可能な範囲で途切れていても良い。また、移動経路CRの途中に分岐点を設け、移動経路CRが複数に分かれていても良い。また、移動経路CRの分岐に対する進行方向をプレーヤが自由に選択できるようにしてもよいし、プレーヤキャラクタCHが移動経路CR上にアイテムとして配置されているオブジェクトを獲得したという判定を元に移動経路CRを分岐させるなど、諸条件を満たすことで分岐させてもよい。 3, the movement path CR is formed in the virtual space SP, and the player character CH can move freely within a range that does not deviate from the course CR. Further, although the movement route CR is described as a series in FIG. 3 as a single road, the movement route CR may be interrupted in a range in which the player character CH can move in the actual virtual space. Moreover, a branch point may be provided in the middle of the movement route CR, and the movement route CR may be divided into a plurality of portions. Further, the player may be able to freely select the traveling direction with respect to the branch of the movement route CR, or the movement route based on the determination that the player character CH has acquired an object arranged as an item on the movement route CR. You may branch by satisfying various conditions, such as branching CR.
 コースCR内には、プレーヤキャラクタCHの標準的な移動経路を示す移動標準経路CR1が設定されている。 In the course CR, a movement standard route CR1 indicating a standard movement route of the player character CH is set.
 プレーヤは、コントローラ2100の操作によって、プレーヤキャラクタCHを、コースCRに沿って、例えば前進、後退させ、またコースCRの幅方向、仮想空間SPの上下方向に移動させることができる。 The player can operate the controller 2100 to move the player character CH forward and backward, for example, along the course CR, and move the player character CH in the width direction of the course CR and the vertical direction of the virtual space SP.
 移動標準経路CR1には、プレーヤキャラクタCHの仮想空間SP内の座標位置CH(X,Y,Z)に対応したオブジェクト対応位置CPが決定される。 In the movement standard route CR1, an object corresponding position CP corresponding to the coordinate position CH (X, Y, Z) in the virtual space SP of the player character CH is determined.
 図4、図5に示すように、表示装置2200には、プレーヤキャラクタCHの移動にともなうオブジェクト対応位置CPの変化に対応して、ゲーム画面が生成、表示される。 4 and 5, a game screen is generated and displayed on the display device 2200 in response to a change in the object corresponding position CP accompanying the movement of the player character CH.
 なお、図5に示すように、ゲーム画面には、プレーヤキャラクタCH以外の二人の人物オブジェクトOB1、OB2、その他のオブジェクトが表示されているが、これらオブジェクトの全部または一部について、プレーヤキャラクタCHとのコリジョン判定を実行し、プレーヤキャラクタCHが対象となるオブジェクトに接触したときに、プレーヤキャラクタCHのパワー残量を示すライフゲージLGのパワー残量を変化するようにしてもよい。また、その他の種々の効果を設定し得る。 As shown in FIG. 5, two person objects OB1, OB2 and other objects other than the player character CH are displayed on the game screen. The player character CH When the player character CH comes into contact with the target object, the remaining power of the life gauge LG indicating the remaining power of the player character CH may be changed. In addition, various other effects can be set.
 さらに、図6に示すように、ゲーム画面の表示と同時に、オブジェクト対応位置CPに対応した1種または複数の音データが音響として再生される Furthermore, as shown in FIG. 6, simultaneously with the display of the game screen, one or more sound data corresponding to the object corresponding position CP is reproduced as sound.
 図6では4種の音響制御情報によって制御された音響S1~S4が複合的に再生されたものを模式的に示している。例えば、オブジェクト対応位置CPに対応して、音響S1は音量0から滑らかに音量が高まり、ピークを越えた後に、一旦音量が0になり、再び滑らかに音量ピークを迎え、その後音量0に戻る。音響S2~S4も、オブジェクト対応位置CPに対応して、個々に音量変化が設定されている。 FIG. 6 schematically shows a combination of the sounds S1 to S4 controlled by the four types of sound control information. For example, corresponding to the object corresponding position CP, the sound S1 smoothly increases in volume from the volume 0, and after exceeding the peak, the volume once becomes 0, smoothly reaches the volume peak again, and then returns to the volume 0. For the sounds S2 to S4, the volume change is set individually corresponding to the object corresponding position CP.
 音響S1~S4等には、背景音楽、水音、生物の鳴き声、風音等の環境音その他が含まれる。こうしたそれぞれに管理されている複数の音データを複合させて再生することで、背景音楽だけではなく、仮想空間内におけるプレーヤキャラクタCHの周囲環境の音を表現することが可能となり、よりリアリティのある音響をプレーヤに提供することが可能となり、たとえば、仮想空間上を流れている滝のそばにプレーヤキャラクタCHが近づけば近づくほどに滝の流れている音量を大きくすることが可能となる。 Sounds S1 to S4 and the like include background music, water sounds, living sounds, wind sounds, and other environmental sounds. By combining and reproducing the plurality of sound data managed by each of these, it becomes possible to express not only background music but also the sound of the surrounding environment of the player character CH in the virtual space, which is more realistic. Sound can be provided to the player, and for example, the volume of the waterfall flowing can be increased as the player character CH approaches the waterfall flowing in the virtual space.
[オブジェクト対応位置の算出]
 オブジェクト対応位置CPは、例えば、プレーヤキャラクタCHの座標位置CH(X,Y,Z)に最も近い移動標準経路CR1上の点である。ただし、移動標準経路CR1は一般に曲線あるいは複雑な折れ線に設定され、任意の位置CHに対する最短距離の点を移動標準経路CR1上で求めることが容易でない場合もある。
[Calculation of object correspondence position]
The object corresponding position CP is, for example, a point on the moving standard route CR1 that is closest to the coordinate position CH (X, Y, Z) of the player character CH. However, the movement standard route CR1 is generally set to a curved line or a complicated broken line, and it may not be easy to find the shortest distance point with respect to any position CH on the movement standard route CR1.
 オブジェクト対応位置CPの算出が容易でないときは、計算を単純化するために、例えば、標準移動経路CR1上に、複数のコース基準座標KF0~KFnを設定し、あらかじめスタート位置KF0から各コース基準座標KFiまでの経路長bdistを算出しておき、隣接するコース基準座標KFi、KFi+1を結ぶ線分上で、KFiからCPまでの距離ndistを算出する。そしてオブジェクト対応位置CPは、最初のコース基準座標KF0から標準移動経路CR1に沿って計測した経路長posld=bdist+ndistによって特定される。 When the calculation of the object corresponding position CP is not easy, in order to simplify the calculation, for example, a plurality of course reference coordinates KF0 to KFn are set on the standard movement route CR1, and each course reference coordinate from the start position KF0 is set in advance. A path length bdist to KFi is calculated, and a distance ndist from KFi to CP is calculated on a line segment connecting adjacent course reference coordinates KFi and KFi + 1. The object corresponding position CP is specified by the path length posld = bdist + ndist measured along the standard movement path CR1 from the first course reference coordinate KF0.
 ここで、近似的なCP算出方法の例を示す。 Here, an example of an approximate CP calculation method is shown.
 例えば、図7に示すように、位置CH(X,Y,Z)がコース基準座標KFi、KFi+1間に存在するとき、以下のパラメータを定義する。
 vp0:位置CHからコース基準座標KFiに向かうベクトル
 vp1:KFi+1からKFiに向かうベクトル
 vp2:KFi+1からCHに向かうベクトル
For example, as shown in FIG. 7, when the position CH (X, Y, Z) exists between the course reference coordinates KFi, KFi + 1, the following parameters are defined.
vp0: vector from the position CH to the course reference coordinate KFi vp1: vector from the KFi + 1 to KFi vp2: vector from the KFi + 1 to the CH
 ここで以下のパラメータを設定する。
 bdist:コース基準座標KF0からコース基準座標KFiまでの経路長
 ndist:コース基準座標KFiからCPまでの経路長
 poslt:コース基準座標KF0から対応位置CPまでの経路長
 c:コース基準座標KFiから垂線の足CFまでの距離
 θ:ベクトルvp0とベクトルvp1のなす角度
The following parameters are set here.
bdist: path length from the course reference coordinate KF0 to the course reference coordinate KFi ndist: path length from the course reference coordinate KFi to CP poslt: path length from the course reference coordinate KF0 to the corresponding position CP c: perpendicular to the course reference coordinate KFi Distance to foot CF θ: Angle formed by vector vp0 and vector vp1
 上記ベクトルvp0+vp2がvp1の良好な近似であれば、ノルム|vp0|をndistとみなすことができる。すなわち、
 ndist=|vp0|                   式(1)
である。
If the vector vp0 + vp2 is a good approximation of vp1, the norm | vp0 | can be regarded as ndist. That is,
ndist = | vp0 | Formula (1)
It is.
 ベクトルvp0+vp2がvp1の良好な近似となるか否かの判断は、例えば、以下のように実行する。 Judgment whether the vector vp0 + vp2 is a good approximation of vp1 is executed as follows, for example.
 例えば、ベクトルvp0、vp1の内積が負、あるいはベクトルvp1の2乗が負となったとき(条件1という。)、良好な近似と判断し、vp0のノルムをndistとみなす。あるいは、ベクトルvp1、vp2の内積が負のとき(条件2という。)、良好な近似と判断し、vp2のノルムをndistとみなす。 For example, when the inner product of the vectors vp0 and vp1 is negative or the square of the vector vp1 is negative (referred to as condition 1), it is determined as a good approximation, and the norm of vp0 is regarded as ndist. Alternatively, when the inner product of the vectors vp1 and vp2 is negative (referred to as condition 2), it is determined as a good approximation, and the norm of vp2 is regarded as ndist.
 また、ベクトルvp0+vp2がvp1の良好な近似とならないときは、例えば、図7に示すように、位置CHからベクトルvp1に垂線を垂らし、KFiから垂線の足CFまでの距離を経路長ndistとみなして、対応位置CP(bdist+ndist)を算出する。
 このとき距離cは以下のように算出される。
 ndist=|vp0|×cosθ               式(2)
 cosθ={|vp0|2+|vp1|2-|vp2|2}
       /{2|vp2|・|vp1|}         式(3)
Further, when the vector vp0 + vp2 is not a good approximation of vp1, for example, as shown in FIG. 7, a vertical line is dropped from the position CH to the vector vp1, and the distance from KFi to the vertical leg CF is regarded as the path length ndist. , The corresponding position CP (bdist + ndist) is calculated.
At this time, the distance c is calculated as follows.
ndist = | vp0 | × cos θ Formula (2)
cos θ = {| vp0 | 2+ | vp1 | 2- | vp2 | 2}
/ {2 | vp2 | · | vp1 |} Equation (3)
 図8に示すように、音響S1~S4のための音量情報volは、posldのデジタル値ごとに設定され、オーディオメモリ1080に記憶されており、算出された経路長posldが、デジタル値posld(j)、posld(j+1)の間の値(posldtとする。)であったとき(式(4))、posld(j)、posld(j+1)における音量をvol(posld(j))、vol(posld(j+1))とすると、式(5)の補間演算により音量vol(posldt)を算出する。
 posld(j)<posldt<posld(j+1)   式(4)
 vol(posldt)=vol(posld(j))
   +{vol(posld(j+1))-vol(posld(j))}
    ×{posldt-posld(j)}
    /{posld(j+1)-posld(j)}    式(5)
As shown in FIG. 8, the volume information vol for the sounds S1 to S4 is set for each digital value of posld and stored in the audio memory 1080, and the calculated path length posld is a digital value posld (j ), Posld (j + 1) (value (posldt)) (formula (4)), the volume at posld (j), posld (j + 1) is vol (posld (j)), vol (posld). (J + 1)), the volume vol (posldt) is calculated by the interpolation calculation of the equation (5).
posld (j) <posldt <posld (j + 1) Equation (4)
vol (posldt) = vol (posld (j))
+ {Vol (posld (j + 1))-vol (posld (j))}
× {posldt-posld (j)}
/ {Posld (j + 1) -posld (j)} (5)
 コースCRは複数エリアに分割することも可能であり、各エリアを異なる情景、状況が設定されたステージとして、ゲームに変化を与えてもよい。各エリアの境界は、例えば、コース基準座標KF0~KFnによって設定される。 Course CR can be divided into a plurality of areas, and each area may be changed to a stage with different scenes and situations set. The boundary of each area is set by course reference coordinates KF0 to KFn, for example.
 以上のように、オブジェクト位置CHに基づいてオブジェクト対応位置CPを設定し、オブジェクト対応位置CPの経路長またはその近似値に基づいて音響制御情報を設定するので、音響再生のための演算負荷は少ない。さらに、オブジェクトCHの移動方向に沿って、音響の音量を設定するので、滑らかな音響変化を設定することが容易であり、エリア境界での不自然な音響変化を防止し得る。 As described above, the object corresponding position CP is set based on the object position CH, and the acoustic control information is set based on the path length of the object corresponding position CP or its approximate value. Therefore, the calculation load for sound reproduction is small. . Furthermore, since the sound volume is set along the moving direction of the object CH, it is easy to set a smooth sound change, and an unnatural sound change at an area boundary can be prevented.
 また、各距離における比率に基づいて音響の音量を決定することも可能である。この場合、比率に応じて各プラットフォームの最大の値に比率を掛け合わせることで、実際に音量を求めることが可能となる。また、毎フレームの計算を省く場合には、各ステージの初期化時に予め補間を前提としない段階テーブルを生成しておき、音量変化がそれほどないポイント間は段階テーブルを少なくするなどして、データ位置検索を行うだけで音量をテーブルの値をそのまま使用することも可能である。これによって、音量変化がそれほどない場合においての補完を省くことで、負荷を抑えることも可能である。また、設定されている音量が0である場合のポイント間は計算をしないという設定をすることで、負荷を抑えることも可能である。 Also, it is possible to determine the sound volume based on the ratio at each distance. In this case, the volume can be actually obtained by multiplying the maximum value of each platform by the ratio according to the ratio. Also, when omitting the calculation of each frame, a stage table that does not presuppose interpolation is generated in advance at the initialization of each stage. It is also possible to use the values of the volume table as they are simply by performing a position search. Thus, it is possible to suppress the load by omitting the complementation when the volume change is not so much. In addition, it is possible to suppress the load by setting not to calculate between points when the set volume is 0.
 以上の実施例において、CPU1000、システムメモリ1020は協働して制御手段として機能する。 In the above embodiment, the CPU 1000 and the system memory 1020 function as control means in cooperation.
 また、CPU1000、システムメモリ1020、ビデオディスプレイプロセッサ1030およびグラフィックメモリ1040は協働して、仮想空間SPを生成する仮想空間生成手段として機能し、仮想空間内SPでオブジェクトCHを生成するオブジェクト生成手段として機能する。 Further, the CPU 1000, the system memory 1020, the video display processor 1030, and the graphic memory 1040 cooperate to function as a virtual space generation unit that generates the virtual space SP, and as an object generation unit that generates the object CH in the virtual space SP. Function.
 また、CPU1000、システムメモリ1020およびコントローラ2100は協働して、仮想空間SP内で、オブジェクトCHを移動標準経路CR1に略沿って移動させる移動操作手段として機能する。 Further, the CPU 1000, the system memory 1020, and the controller 2100 cooperate to function as a movement operation unit that moves the object CH substantially along the movement standard route CR1 in the virtual space SP.
 また、CPU1000およびシステムメモリ1020は協働して、オブジェクトCHの移動標準経路CR1を生成する標準経路生成手段として機能し、
オブジェクトCHの位置CH(X,Y,Z)に対応してオブジェクト対応位置CPを算出するオブジェクト対応位置算出手段として機能する。
Further, the CPU 1000 and the system memory 1020 cooperate to function as a standard route generation unit that generates the movement standard route CR1 of the object CH,
It functions as an object corresponding position calculation means for calculating the object corresponding position CP corresponding to the position CH (X, Y, Z) of the object CH.
[ゲームプログラム]
 ゲーム装置2000において実行されるゲームプログラムについて説明する。
[Game program]
A game program executed in the game device 2000 will be described.
 図9は、本発明に係るゲームプログラムの実施例1の処理を示すフローチャート、図10は、図9における、オブジェクト対応位置算出の処理を示すフローチャートである。 FIG. 9 is a flowchart showing the process of the first embodiment of the game program according to the present invention, and FIG. 10 is a flowchart showing the object corresponding position calculation process in FIG.
 図9において、ゲームプログラムは、以下の各ステップを制御手段に実行させる。 In FIG. 9, the game program causes the control means to execute the following steps.
 ステップS1101:まず、bdist、posld、ndist、CH(X,Y,Z)、vp0、vp1、vp2、θ等のパラメータを初期設定し、ステップS1102に進む。 Step S1101: First, parameters such as bdist, posld, ndist, CH (X, Y, Z), vp0, vp1, vp2, and θ are initially set, and the process proceeds to step S1102.
 ステップS1102:コントローラ2100から、キャラクタCHを移動させるべきコントロール信号が入力されたか否か判断する。コントロール信号が入力されたときは、ステップS1103に進み、コントロール信号が入力されなかったときはステップS1107にジャンプする。 Step S1102: It is determined whether or not a control signal for moving the character CH is input from the controller 2100. When the control signal is input, the process proceeds to step S1103. When the control signal is not input, the process jumps to step S1107.
 ステップS1103:コントロール信号に基づいてオブジェクトCHを移動させ、ステップS1104に進む。 Step S1103: The object CH is moved based on the control signal, and the process proceeds to step S1104.
 ステップS1104:オブジェクト対応位置CPを算出し、ステップS1105に進む。 Step S1104: The object corresponding position CP is calculated, and the process proceeds to step S1105.
 ステップS1105:位置CHおよびオブジェクトCHの方向等に基づいて表示すべきゲーム画像を生成、出力し、ステップS1106に進む。 Step S1105: A game image to be displayed is generated based on the position CH and the direction of the object CH, and the process proceeds to step S1106.
 ステップS1106:オブジェクト対応位置CPに基づいて、オーディオメモリ1080から音響情報を読み出して、オーディオプロセッサ1070に入力する。オーディオプロセッサ1070に入力された音データは、表示装置2200を介して、音響出力装置2210よりオブジェクト対応位置CPに対応した音響が再生される。 Step S1106: Based on the object corresponding position CP, the acoustic information is read from the audio memory 1080 and input to the audio processor 1070. As for the sound data input to the audio processor 1070, sound corresponding to the object corresponding position CP is reproduced from the sound output device 2210 via the display device 2200.
 ステップS1107:オブジェクトCHがゲームのゴールに到達したか否か判断する。ゴールに到達したときはそのまま処理を終了し、ゴールに到達していないときはステップS1108に進む。 Step S1107: It is determined whether or not the object CH has reached the goal of the game. When the goal is reached, the process is terminated as it is, and when the goal is not reached, the process proceeds to step S1108.
 ステップS1108:時間切れによってゲームを終了すべきか否か判断する。ゲームを終了すべきときはそのまま処理を終了し、時間切れでないときはステップS1102に戻る。 Step S1108: It is determined whether or not the game should be terminated due to time out. When the game is to be ended, the processing is ended as it is, and when the time is not expired, the process returns to step S1102.
 図10において、ゲームプログラムは、ステップS1104のオブジェクト対応位置の算出に際して、制御手段に以下の各ステップを実行させる。 In FIG. 10, the game program causes the control means to execute the following steps when calculating the object corresponding position in step S1104.
 ステップS1201:条件1が満足されたか否か、すなわち、ベクトルvp0、vp1の内積が負、あるいはベクトルvp1の2乗が負であるか否かを判断する。条件1が満足されたときは、ステップS1205にジャンプし、条件1が満足されなかったときは、ステップS1202に進む。 Step S1201: It is determined whether or not the condition 1 is satisfied, that is, whether or not the inner product of the vectors vp0 and vp1 is negative or the square of the vector vp1 is negative. If condition 1 is satisfied, the process jumps to step S1205, and if condition 1 is not satisfied, the process proceeds to step S1202.
 ステップS1202:条件2が満足されたか否か、すなわち、ベクトルvp1、vp2の内積が負であるか否かを判断する。条件2が満足されたときは、ステップS1204にジャンプし、条件2が満足されなかったときは、ステップS1203に進む。 Step S1202: It is determined whether or not the condition 2 is satisfied, that is, whether or not the inner product of the vectors vp1 and vp2 is negative. If condition 2 is satisfied, the process jumps to step S1204. If condition 2 is not satisfied, the process proceeds to step S1203.
 ステップS1203:ベクトルvp0+vp2がvp1の良好な近似とならないときは、図7に示すように、位置CHからベクトルvp1に垂線を垂らし、式(2)、(3)によって、KFiから垂線の足CFまでの距離を算出し、経路長ndistとみなす。これによって、対応位置CP(bdist+ndist)を算出する。その後、処理を終了する。 Step S1203: When the vector vp0 + vp2 is not a good approximation of vp1, as shown in FIG. 7, a vertical line is dropped from the position CH to the vector vp1, and from Equation (2) and (3), from KFi to the vertical foot CF Is calculated as a path length ndist. Thereby, the corresponding position CP (bdist + ndist) is calculated. Thereafter, the process ends.
 ステップS1204:ndist=|vp2|として対応位置CPを算出する。その後、処理を終了する。 Step S1204: The corresponding position CP is calculated as ndist = | vp2 |. Thereafter, the process ends.
 ステップS1205:ndist=|vp0|として対応位置CPを算出する。その後、処理を終了する。 Step S1205: The corresponding position CP is calculated as ndist = | vp0 |. Thereafter, the process ends.
 実施例1は曲線コースに沿って移動するキャラクタについて、オブジェクト対応位置を経路長で定義したが、オブジェクト対応位置CPを2次元領域で定義することも可能である。 In the first embodiment, the object corresponding position is defined by the path length for the character moving along the curved course, but the object corresponding position CP may be defined in a two-dimensional area.
 図11は、本発明に係るゲームプログラムおよびゲーム装置の実施例2における仮想空間を示す平面図、図12は、本発明に係るゲームプログラムの実施例2の処理を示すフローチャートである。 FIG. 11 is a plan view showing a virtual space in the game program and game device according to the second embodiment of the present invention, and FIG. 12 is a flowchart showing the processing of the game program according to the second embodiment of the present invention.
 図11に示すように、例えば、X座標(ゲーム画像の水平方向の座標)、Z座標(ゲーム画像の奥行方向の座標)によって複数の長方形エリアA1、A2、A3、A4、A5、A6、A7、・・・・を順次接続して、キャラクタCHの移動経路CRを設定し、エリアA1を小エリアA11~A15、エリアA2を小エリアA21~A22、エリアA3を小エリアA31~A35、エリアA4を小エリアA41~A44、エリアA5を小エリアA51~A53、エリアA6を小エリアA61~A64、・・・に分割する。各小エリアは、X軸またはZ軸に平行な辺のみで構成される長方形または多角形である。 As shown in FIG. 11, for example, a plurality of rectangular areas A1, A2, A3, A4, A5, A6, A7 by X coordinate (coordinate in the horizontal direction of the game image) and Z coordinate (coordinate in the depth direction of the game image). ,... Are sequentially connected to set the movement route CR of the character CH, the area A1 is the small areas A11 to A15, the area A2 is the small areas A21 to A22, the area A3 is the small areas A31 to A35, and the area A4. Are divided into small areas A41 to A44, area A5 is divided into small areas A51 to A53, area A6 is divided into small areas A61 to A64,. Each small area is a rectangle or a polygon composed only of sides parallel to the X axis or the Z axis.
 すなわち、エリアA1、A2、・・および小エリアA11、A12、・・・は、X-Z座標に沿った平面図形として定義されており、エリアA1、A2、・・は、例えば、ゲームのステージに対応して設けられる。 That is, the areas A1, A2,... And the small areas A11, A12,... Are defined as plane figures along the XZ coordinates, and the areas A1, A2,. It is provided corresponding to.
 コントローラ2100の操作によってキャラクタCHはエリアA1、A2、・・・・から逸脱しないように移動し、キャラクタCHの位置CH(X、Z)によって小エリア(図11では小エリアA42)が決定する。 The character CH moves so as not to deviate from the areas A1, A2,... By the operation of the controller 2100, and the small area (small area A42 in FIG. 11) is determined by the position CH (X, Z) of the character CH.
 音響S1~S4のための音データ(音響情報ならびに音響制御情報)は、各エリアについて、小エリアごとに変化するように設定され、制御手段は位置CH(X、Z)に対応する小エリアをオブジェクト対応位置CPとして特定し、対応する音データを読み出す。なお、小エリアの特定は、X、Z座標の評価のみであるので、演算負荷はわずかである。 The sound data (acoustic information and acoustic control information) for the sounds S1 to S4 is set so as to change for each small area for each area, and the control means selects the small area corresponding to the position CH (X, Z). The object corresponding position CP is specified, and the corresponding sound data is read out. Note that the small area is specified only by evaluation of the X and Z coordinates, so the calculation load is small.
 なお、エリアおよび小エリアを、X-Z座標に沿った平面図形とせず、X-Y(ゲーム画面の高さ方向)座標に沿った平面図形、Y-Z座標に沿った平面図形とすることも当然可能である。 The area and the small area should not be a plane figure along the XZ coordinate, but a plane figure along the XY (game screen height direction) coordinate, or a plane figure along the YZ coordinate. Of course it is also possible.
 実施例2のゲームプログラムは、図1、2のゲーム装置によって実行され、ゲームプログラムは、制御手段に以下の各ステップ(図12)を実行させる。 The game program of the second embodiment is executed by the game device of FIGS. 1 and 2, and the game program causes the control means to execute the following steps (FIG. 12).
 ステップS1401~S1403:図9のステップS1101~S1103と同様の処理を実行する。 Steps S1401 to S1403: Processes similar to steps S1101 to S1103 in FIG. 9 are executed.
 ステップS1404:位置CHに対応するオブジェクト対応位置CP(小エリア)を算出し、ステップS1405に進む。 Step S1404: The object corresponding position CP (small area) corresponding to the position CH is calculated, and the process proceeds to step S1405.
 ステップS1405:図9のステップS1105と同様の処理を実行し、ステップS1406に進む。 Step S1405: Processing similar to that in step S1105 in FIG. 9 is executed, and the process proceeds to step S1406.
 ステップS1406:オブジェクト対応位置CP(小エリア)に基づいて、オーディオメモリ1080から音響制御情報を読み出して、オーディオプロセッサ1070に入力する。これによって、オブジェクト対応位置CPに対応した音響が再生される。 Step S1406: Based on the object corresponding position CP (small area), the acoustic control information is read from the audio memory 1080 and input to the audio processor 1070. Thereby, the sound corresponding to the object corresponding position CP is reproduced.
 ステップS1407、S1408:図9のステップS1107、S1108と同様の処理を実行する。 Steps S1407 and S1408: The same processing as steps S1107 and S1108 in FIG. 9 is executed.
 また、ゲームプログラムを汎用コンピュータによって実行する際には、ゲームプログラムをコンピュータに実行させるプログラムコードを、記憶媒体や通信媒体から、汎用コンピュータのシステムメモリに読み込む。 Also, when the game program is executed by a general-purpose computer, program code for causing the computer to execute the game program is read from a storage medium or a communication medium into the system memory of the general-purpose computer.
 以上の実施例は主に1個のオブジェクトがコースに沿って走るゲームについて説明したが、1個または複数のオブジェクトが仮想空間内を移動する任意のゲームに適用でき、さらには、仮想空間内のオブジェクトを移動させる種々のアプリケーション、例えばフライトシミュレータ、RPGゲーム、アクションゲーム等に本発明を適用し得る。 The above embodiment has been described mainly for a game in which one object runs along a course, but it can be applied to any game in which one or more objects move in a virtual space. The present invention can be applied to various applications for moving an object, such as a flight simulator, an RPG game, and an action game.
 CH オブジェクト(プレーヤキャラクタ)
 CP オブジェクト対応位置
 CR 移動経路(コース)
 CR1 標準移動経路
 SP 仮想空間
 LG ライフゲージ
 1000 CPU
 1010 BOOT ROM
 1020 システムメモリ
 1030 ビデオディスプレイプロセッサ
 1040 グラフィックメモリ
 1150 モデム
 1160 通信インターフェース
 1070 オーディオプロセッサ
 1080 オーディオメモリ
 1090 CD-ROMドライブ
 1130 メモリインターフェース
 1140 コントロールインターフェース
 1190 バスアービタ
 2000 ゲーム装置
 2100 コントローラ
 2200 表示装置
 2210 音響出力装置
 2300 キーボード
 
CH object (player character)
CP object correspondence position CR movement route (course)
CR1 Standard travel route SP Virtual space LG Life gauge 1000 CPU
1010 BOOT ROM
1020 System Memory 1030 Video Display Processor 1040 Graphic Memory 1150 Modem 1160 Communication Interface 1070 Audio Processor 1080 Audio Memory 1090 CD-ROM Drive 1130 Memory Interface 1140 Control Interface 1190 Bus Arbiter 2000 Game Device 2100 Controller 2200 Display Device 2210 Sound Output Device 2300 Keyboard

Claims (9)

  1. 移動操作手段と、記憶手段と、音響再生手段と、制御手段とを備えたゲーム装置のためのゲームプログラムであって、
     前記記憶手段には、
      音響情報と、
      音響情報を制御する音響制御情報と、が記憶され、
     前記制御手段を、
      仮想空間を生成する仮想空間生成手段と、
      前記仮想空間内でオブジェクトを生成するオブジェクト生成手段と、
     して機能させ、
     さらに、前記制御手段に、
      前記移動操作手段の入力に基づいて、前記仮想空間内で、前記オブジェクトを前記仮想空間内で移動させ、
      前記オブジェクトの前記仮想空間内の位置に対応して、前記記憶手段に記憶された前記音響制御情報を読み出し、前記音響制御情報によって制御された該音響情報を前記音響再生手段に入力させる、
      ゲームプログラム。
     
    A game program for a game device comprising a moving operation means, a storage means, a sound reproduction means, and a control means,
    In the storage means,
    Acoustic information,
    Acoustic control information for controlling the acoustic information is stored,
    The control means;
    Virtual space generation means for generating a virtual space;
    Object generating means for generating an object in the virtual space;
    To function,
    Furthermore, the control means includes
    Based on the input of the movement operation means, the object is moved in the virtual space in the virtual space,
    Corresponding to the position of the object in the virtual space, the acoustic control information stored in the storage unit is read, and the acoustic information controlled by the acoustic control information is input to the acoustic reproduction unit.
    Game program.
  2. 前記仮想空間は複数のエリアに分割され、前記音響情報及び/又は前記音響制御情報は、前記エリアごとに設定されていることを特徴とする請求項1記載のゲームプログラム。
     
    The game program according to claim 1, wherein the virtual space is divided into a plurality of areas, and the acoustic information and / or the acoustic control information is set for each area.
  3. 前記制御手段を、さらに、
     前記オブジェクトの移動標準経路を生成する標準経路生成手段と、
     前記オブジェクトの位置に対応して前記移動標準経路上の位置(オブジェクト対応位置という。)を算出するオブジェクト対応位置算出手段と、
     して機能させ、
     さらに、前記制御手段に、
     前記オブジェクト対応位置に対応して、前記記憶手段に記憶された前記音響制御情報を読み出し、前記音響制御情報によって制御された該音響情報を前記音響再生手段に入力させる、
     ことを特徴とする請求項1または2記載のゲームプログラム。
     
    The control means,
    A standard route generating means for generating a moving standard route of the object;
    An object corresponding position calculating means for calculating a position on the movement standard route corresponding to the position of the object (referred to as an object corresponding position);
    To function,
    Furthermore, the control means includes
    Corresponding to the object corresponding position, the acoustic control information stored in the storage means is read, and the acoustic information controlled by the acoustic control information is input to the acoustic reproduction means.
    The game program according to claim 1 or 2, characterized in that
  4. 前記音響制御情報には音量情報が含まれ、
     前記制御手段に、
     前記オブジェクト対応位置に対応した前記音量情報に基づいて、前記音響再生手段の出力音量を制御させる、
     ことを特徴とする請求項2または3記載のゲームプログラム。
     
    The acoustic control information includes volume information,
    In the control means,
    Based on the volume information corresponding to the object corresponding position, the output volume of the sound reproduction means is controlled.
    The game program according to claim 2 or 3, wherein
  5. 移動操作手段と、記憶手段と、音響再生手段と、制御手段とを備えたゲーム装置であって、
     前記記憶手段は、
      音響情報と、
      音響情報を制御する音響制御情報と、を記憶し、
     前記制御手段は、
      仮想空間を生成する仮想空間生成手段と、
      前記仮想空間内でオブジェクトを生成するオブジェクト生成手段と、
      前記オブジェクトの移動標準経路を生成する標準経路生成手段と、
      前記オブジェクトの位置に対応して前記移動標準経路上の位置(オブジェクト対応位置という。)を算出するオブジェクト対応位置算出手段と、
     を含み、
     前記制御手段は、
      前記移動操作手段の入力に基づいて、前記仮想空間内で、前記オブジェクトを前記移動標準経路に略沿って移動させ、
      前記オブジェクト対応位置に対応して、前記記憶手段に記憶された前記音響制御情報を読み出し、前記音響制御情報によって制御された該音響情報を前記音響再生手段に入力する、
      ゲーム装置。
     
    A game device comprising movement operation means, storage means, sound reproduction means, and control means,
    The storage means
    Acoustic information,
    Storing acoustic control information for controlling acoustic information;
    The control means includes
    Virtual space generation means for generating a virtual space;
    Object generating means for generating an object in the virtual space;
    A standard route generating means for generating a moving standard route of the object;
    An object corresponding position calculating means for calculating a position on the movement standard route corresponding to the position of the object (referred to as an object corresponding position);
    Including
    The control means includes
    Based on the input of the moving operation means, the object is moved in the virtual space substantially along the moving standard route,
    Corresponding to the object corresponding position, the acoustic control information stored in the storage unit is read, and the acoustic information controlled by the acoustic control information is input to the acoustic reproduction unit.
    Game device.
  6. 前記仮想空間は複数のエリアに分割され、前記音響情報及び/又は前記音響制御情報は前記エリアごとに設定されていることを特徴とする請求項5記載のゲーム装置。
     
    The game apparatus according to claim 5, wherein the virtual space is divided into a plurality of areas, and the acoustic information and / or the acoustic control information is set for each area.
  7. 前記制御手段は、さらに、
     前記オブジェクトの移動標準経路を生成する標準経路生成手段と、
     前記オブジェクトの位置に対応して前記移動標準経路上の位置(オブジェクト対応位置という。)を算出するオブジェクト対応位置算出手段と、
     を含み、
     さらに、前記制御手段は、
      前記オブジェクト対応位置に対応して、前記記憶手段に記憶された前記音響制御情報を読み出し、前記音響制御情報によって制御された該音響情報を前記音響再生手段に入力する、
     ことを特徴とする請求項5または6記載のゲーム装置。
     
    The control means further includes
    A standard route generating means for generating a moving standard route of the object;
    An object corresponding position calculating means for calculating a position on the movement standard route corresponding to the position of the object (referred to as an object corresponding position);
    Including
    Further, the control means includes
    Corresponding to the object corresponding position, the acoustic control information stored in the storage unit is read, and the acoustic information controlled by the acoustic control information is input to the acoustic reproduction unit.
    The game device according to claim 5, wherein the game device is a game device.
  8. 前記音響制御情報には音量情報が含まれ、
     前記制御手段は、
     前記オブジェクト対応位置に対応した前記音量情報に基づいて、前記音響再生手段の出力音量を制御する、
     ことを特徴とする請求項7または8記載のゲーム装置。
     
    The acoustic control information includes volume information,
    The control means includes
    Based on the volume information corresponding to the object corresponding position, the output volume of the sound reproduction means is controlled.
    The game device according to claim 7 or 8, wherein
  9. 請求項1乃至4のいずれかに記載のゲームプログラムのコンピュータ実行可能なプログラムコードが格納されたコンピュータ読み取り可能な記憶媒体。
     
    A computer-readable storage medium storing a computer-executable program code of the game program according to claim 1.
PCT/JP2009/003292 2008-08-08 2009-07-14 Game program and game device WO2010016189A1 (en)

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