WO2015198646A1 - ゲーム装置、効果音加工方法及び記録媒体 - Google Patents
ゲーム装置、効果音加工方法及び記録媒体 Download PDFInfo
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- WO2015198646A1 WO2015198646A1 PCT/JP2015/057310 JP2015057310W WO2015198646A1 WO 2015198646 A1 WO2015198646 A1 WO 2015198646A1 JP 2015057310 W JP2015057310 W JP 2015057310W WO 2015198646 A1 WO2015198646 A1 WO 2015198646A1
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5378—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling 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
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
Definitions
- the present invention relates to a technique for expressing sound effects realistically.
- the sound effect can be realistically expressed by attenuating the volume level according to the distance between the sound source (sound generator) and the listening position.
- sound effects are expressed more realistically by applying attenuation processing according to the distance and reverberation processing according to the characteristics of the transmission medium between the sounding body and the listening position to the sound effect. is doing.
- the present invention has been made in view of the above, and an object of the present invention is to attenuate a game sound according to a distance that the sound is transmitted by simple calculation even when the sound wraps around an object that blocks the transmission of the sound.
- a game apparatus is a game apparatus that processes and outputs a game sound in a virtual game space divided by a map unit, and stores an accumulation unit that accumulates the game sound data, and a listening position from a sounding body.
- the shortest route through which sound is transmitted is obtained, and the number of map units existing between the map unit in which the sounding body is present and the map unit at the listening position in the shortest route is counted, and the pronunciation is based on the number of map units.
- a measurement unit for calculating a distance from a body to the listening position, and data corresponding to a game sound emitted by the sounding body is read from the storage unit, and a volume level of the game sound is determined based on the distance calculated by the measurement unit. And a processing portion to be attenuated.
- the shortest route through which sound from the sounding body to the listening position is transmitted is obtained, the number of map units existing in the shortest route is counted, and the attenuation amount of the game sound is determined based on the number of map units. Even when the sound wraps around an object that blocks sound transmission, the attenuation amount according to the distance can be obtained more easily.
- FIG. 1 is a diagram showing a hardware configuration of a game system that executes a game program according to an embodiment of the present invention.
- FIG. 2 is a diagram illustrating an example of a game screen in which the player character is searching for a dungeon.
- FIG. 3 is a plan view of an automatically generated dungeon map.
- FIG. 4 is a functional block diagram showing a configuration of a game device constituted by the game program in the present embodiment.
- FIG. 5 is a flowchart showing the flow of sound effect attenuation processing.
- FIG. 6 is a diagram showing attenuation characteristics of the reverb, the overall volume, and the bass.
- FIG. 7 is an explanatory diagram showing how the distance between the listening position and the sounding body is obtained by the number of map units.
- FIG. 1 is a diagram showing a hardware configuration of a game system that executes a game program according to an embodiment of the present invention.
- FIG. 2 is a diagram illustrating an example of a game
- FIG. 8 is an explanatory diagram showing another state in which the distance between the listening position and the sounding body is obtained by the number of map units.
- FIG. 9 is a diagram illustrating an example in which a plurality of routes that bypass the wall exist.
- FIG. 10 is a diagram for explaining another method of determining a route used for calculating the distance between the listening position and the sounding body.
- FIG. 11 is a plan view showing a passage and a room of the dungeon map.
- FIG. 12 is a flowchart showing the flow of processing for processing the game sound for the speaker of the controller.
- FIG. 13 is a diagram showing an example of the ratio of the character's action and the equipment material for each part.
- the game system 100 includes a game machine (computer) 1, a controller 120, a monitor 138, an external memory 145, a speaker 144, and a recording medium 148.
- the game machine 1 includes a CPU (Central Processing Unit) 131, a RAM (Random Access Memory) 132, a bus 133, a GPU (Graphics Processing Unit) 134, a decoder 137, an I / O port 139, a DRV (Drive) 140, and an SP (Sound). It is a general game device including a processor (Processor) 142, an amplifier 143, a ROM (Read Only Memory) 146, and a communication control unit 147.
- the CPU 131 controls the overall operation.
- the RAM 132 stores various data according to the progress of the game.
- the ROM 146 stores a system program for starting the game machine 1 and realizing basic functions.
- the GPU 134 includes a GP (Graphics Processor) 136 and a RAM 135 to draw a game space.
- the game program is executed by the game machine 1
- the present invention is not limited to this.
- the game program may be executed by any device as long as the computer includes a CPU, a memory, and the like.
- the game program according to the embodiment of the present invention is recorded on the recording medium 148.
- the GPU 134 draws an image of the game space and outputs it to the monitor 138 via the decoder 137, and the SP 142 processes the game sound.
- the signal is output to the speaker 144 via the amplifier 143.
- the recording medium 148 may be a DVD, CD, hard disk, or the like.
- the recording medium 148 may be a recording medium on the communication network.
- the communication control unit 147 controls communication with the communication network.
- the controller 120 is connected to the game machine 1 wirelessly or by wire.
- an operation button group 121 such as an operation button or a stick of the controller 120
- the CPU 131 acquires user operation information via the I / O port 139, and based on the operation information, the player character and the game space are acquired. Control etc.
- the operation information of the user is, for example, an instruction related to the progress of the game, such as an instruction related to the action of the player character, such as walking, holding a sword, turning around, obtaining an item, etc.
- the controller 120 includes a speaker 122 and outputs a game sound received from the game machine 1.
- the progress of the game can be saved as save data in the external memory 145.
- the CPU 131 can read the save data from the external memory 145 and play the game halfway.
- the game progresses when the game system 100 including the game program and the game machine 1 executes a process according to a user operation.
- This game is a game in which a player character operated by a user searches a dungeon or a building (hereinafter collectively referred to as “dungeon”) that is a three-dimensional virtual space.
- FIG. 2 shows an example of a game screen in which the player character is searching for a dungeon.
- the game screen shown in the figure shows a player character 50 and an item 51 arranged in the dungeon.
- the player character 50 searches the dungeon, acquires the item 51 and the like, and aims for a goal.
- NPCs non-player characters
- the monster obstructs the player character's dungeon search.
- memento object There is a memento object called memento in the dungeon. Memento sends a message to the player character.
- memento memento in the dungeon.
- FIG. 3 shows an example of a plan view of an automatically generated dungeon map.
- this game uses a square cell (map unit) as a basic unit and connects the map units to form a map.
- the joint between the map unit and the map unit is not displayed on the game screen.
- the dungeon of this game is a three-dimensional space that can move not only in a plane but also in the height direction.
- the basic unit map unit is a three-dimensional rectangular parallelepiped or cube, and a map is formed by connecting the faces of the rectangular parallelepiped or cube.
- the map unit is described as a two-dimensional square for simplicity.
- Game device Next, a game apparatus configured by a game machine executing the game program in the present embodiment will be described.
- FIG. 4 is a functional block diagram showing a configuration of a game device constituted by the game program in the present embodiment.
- the game apparatus shown in the figure includes a map generation unit 31, a game progress control unit 32, a sound processing unit 33, a drawing processing unit 34, and a game data storage unit 35.
- the map generation unit 31 generates a virtual three-dimensional game space in which the player character acts. Specifically, the map generation unit 31 generates an activity space (dungeon) that is a range in which the player character can move by arranging map units, pastes a texture according to the theme in the dungeon, installs a light source, Or NPC. Then, the map generation unit 31 sets sound characteristics such as environmental sound and reverberation characteristics according to the attribute of the map unit. The setting of the sound characteristics will be described later.
- an activity space dungeon
- NPC light source
- the game progress control unit 32 controls the player character in accordance with the user's operation input by the controller 120, and controls the NPC and the like with preset processing contents to advance the game.
- the sound processing unit 33 outputs game sounds such as sound effects, BGM, and voice to the speakers 122 and 144 as the game progresses.
- the sound processing unit 33 includes a distance measurement unit 331, an effect unit 332, and an output unit 333.
- the sound processing unit 33 attenuates the sound effect produced by the sounding body according to the distance between the player character at the listening position and the sounding body such as NPC.
- the user can select whether to output the game sound from the speaker 144 provided in the TV or from the speaker 122 provided in the controller 120.
- the sound processing unit 33 processes the game sound so as to match the characteristics of the speaker 122 and outputs the game sound. The sound effect attenuation process and the process of outputting the sound effect to the speaker 122 will be described later.
- the rendering processing unit 34 renders the game space, the player character, and the NPC, generates an image, and outputs the image to the monitor 138.
- the game data storage unit 35 stores data necessary for the progress of the game, such as player character, monster character modeling data, texture data, sound effect data, and BGM data.
- the game data accumulation unit 35 accumulates original sound data for each material, which is a source of sound effects synthesized according to equipment and weapon materials. The sound effect synthesis process will be described later.
- the sound processing unit 33 adjusts the volume of the sound effect according to the distance between the player character and the sounding body with respect to the sound effect generated by the sounding body (screaming, footsteps, etc.).
- the sound may be blocked by walls.
- the sound processing unit 33 calculates the distance that the sound is transmitted through the space in the dungeon, and attenuates the sound effect according to the calculated distance. In the following description, it is assumed that the position of the player character in the virtual game space is the listening position.
- FIG. 5 is a flowchart showing the flow of sound effect attenuation processing by the sound processing unit 33.
- the distance measuring unit 331 measures the distance between the player character and the sounding body (step S11).
- the distance measuring unit 331 obtains the shortest route through which sound is transmitted from the sounding body to the player character, counts the number of map units on the shortest route, and pronounces the player character and the sound based on the number of map units. Find the distance between the bodies.
- the straight line connecting the player character and the sounding body passes through a map unit that blocks sound such as a wall, the shortest route that bypasses the map unit is searched for, and the distance is obtained based on the number of map units that the route passes through. Details of the distance measurement will be described later.
- the effect unit 332 reads game sound data corresponding to the sound effect generated by the sounding body from the game data storage unit 35, and performs attenuation processing corresponding to the distance with respect to the game sound data. (Step S12).
- the sound is attenuated by using different attenuation characteristics for the reverb (reverberation sound), the entire volume, and the bass shown in FIG.
- the horizontal axis in FIG. 6 indicates the distance between the player character and the sounding body, and the vertical axis indicates the volume level. Compared to the overall volume, the reverb is less likely to attenuate and the bass is more likely to attenuate.
- the effect unit 332 obtains the respective attenuation amounts of the reverb, the overall volume, and the bass corresponding to the distance obtained by the distance measuring unit 331, and attenuates the respective components of the generated sound effect according to the obtained attenuation amount.
- the effect unit 332 performs an effect process for silencing the game sound data (step S13). Specifically, the effect unit 332 uses a filter to lower the volume level of the treble component of the game sound data.
- the sound effect subjected to the attenuation process and the effect process is output from the output unit 333.
- FIGS. 7 and 8 are explanatory diagrams showing how the distance between the player character and the sounding body in the dungeon is obtained by the number of map units.
- Fig.7 (a) and FIG.8 (a) are the top views which looked at the dungeon from the top.
- FIGS. 7B and 8B are cross-sectional views of the dungeon seen from the side in the map unit of the player character and the map unit of the sounding body.
- Each of the map units shown in FIGS. 7 and 8 is a rectangular parallelepiped having a bottom surface of 8 ⁇ 8 m and a height of about 3 times the player character (about 6 to 7 m) in the virtual game space.
- 8 m ⁇ 8 m square is an 8 m ⁇ 8 m square.
- a wall exists on the dotted line connecting the player character P and the sounding body S1.
- a sound impermissible attribute is set on the wall, or there is no virtual game space at the wall position, and characters and sounds in the game cannot pass. Therefore, the distance between the player character P and the sound generator S1 is obtained based on the shortest route passing through the map unit in which the voice passable attribute bypassing the wall is set.
- the shortest route connecting the player character P and the sounding body S1 passes through five map units.
- the distance from the player character P to the adjacent map unit on the route is 6 m.
- the distance from the sound generator S1 to the adjacent map unit on the route is 4 m.
- the distance to the adjacent map unit is 4 m
- FIG. 8 shows the player character P and the sounding body S1.
- the hole is a map unit that the player character cannot pass, like the wall.
- the hole map unit has a sound passable attribute and transmits a sound. Since the map unit between the player character P and the sounding body S1 in FIG. 8 is a map unit of a hole for transmitting sound, the distance between the player character P and the sounding body S1 is a straight line connecting the player character P and the sounding body S1. Based on this, one map unit is obtained.
- the distance from the player character P to the adjacent map unit is 4 m.
- the distance from the sound generator S1 to the adjacent map unit is 4 m. Therefore, in the example of FIG. 8, one map unit ⁇ 8 m + 4 m + 4 m is calculated, and the distance between the player character P and the sound generator S1 is 16 m.
- FIG. 9 is a diagram showing an example in which there are a plurality of routes that bypass the wall.
- there is a wall between the player character P and the sounding body S1.
- a route indicated by a dotted line passes through 5 map units from the sounding body S1 to the player character P
- the route indicated by the solid line passes 3 map units. Therefore, a route indicated by a solid line is used as a route for calculating a distance used for sound attenuation processing.
- the distance may be obtained by setting a route so that the distance from the sounding body S1 to the player character P is the shortest.
- the upper left and upper right map units in FIG. 10 are regarded as not included in the shortest route, and the shortest route passes through three map units.
- the distance may be obtained by adding 3 map units ⁇ 8 m, the distance from the player character P to the adjacent map unit, and the distance from the sound generator S1 to the adjacent map unit.
- the distance may be obtained by adding the distance from the sound generator S1 to the corner of the upper right map unit, 1 map unit ⁇ 8 m, and the distance from the corner of the upper left map unit to the player character P.
- the distance measuring unit 331 transmits sound based on the number of map units between the map unit where the player character exists and the map unit where the sounding body exists. The distance is obtained, and the effect unit 332 performs an attenuation process on the sound effect according to the distance measured by the distance measurement unit 331. Thereby, even when the sound wraps around an object that blocks sound transmission, the sound effect can be attenuated according to the distance that the sound is transmitted.
- the processing of the sound processing unit 33 described above can be applied in the same manner as long as it is not a map that is automatically generated, but a map that is classified by a map unit of a predetermined size.
- Sound characteristics such as environmental sound and reverberation characteristics vary depending on the size of the space.
- sound characteristics can be set in advance in the fixed map.
- it is necessary to determine the size of the space at each point (map unit) on the map.
- a map unit included in a space having a size of 2 ⁇ 2 map units or more is regarded as a room, and other map units are regarded as a passage.
- a certain map unit hereinafter referred to as a determination target map unit
- a passage is determined as follows.
- the 2 ⁇ 2 map unit patterns are four patterns in which map units to be determined exist on the upper right, lower right, lower left, and upper left of the 2 ⁇ 2 map unit. It is determined whether or not all the three map units excluding the map unit to be determined among the selected 2 ⁇ 2 map units are spaces (not wall map units). If all three map units are spaces, all four map units including the map unit to be determined are determined as rooms. If any of the three map units is not space, another 2 ⁇ 2 map unit is selected and the same processing is performed. As a result of processing all four patterns, if the map unit to be determined is not determined to be a room in any case, the map unit to be determined is determined to be a passage.
- Fig. 11 shows the automatically generated map passages and rooms.
- the map units in the squares denoted by reference numerals 71 and 73 are passages because the width is one map unit.
- the map unit in the square indicated by reference numeral 72 is a room because it is a 2 ⁇ 3 space.
- the sound characteristics for the passage are set in the map units belonging to the passage.
- the sound characteristics for the room are set in the map units belonging to the room. For example, the sound characteristics of the sound effect generated in the map unit belonging to the room are set such that the reverberant sound is stronger than the sound effect generated in the map unit belonging to the passage.
- the sound characteristics of those spaces may be synthesized. For example, if a player character is present at position A in the passage of FIG. 11 and a sounding body is present at position B in the room, the sound characteristics for the room are represented by sound effects produced by the sounding body at position B. After applying, apply the sound characteristics in the passage. In another example, when a player character exists at position A in the passage in FIG. 11 and a sounding body exists at position C in the room, the sound effect produced by the sounding body at position B is added to the sound effect in the passage. After applying the sound characteristics and applying the sound characteristics for the room, the sound characteristics in the passage are further applied.
- the sound processing unit 33 determines the space size of the automatically generated map, and sets the sound characteristics according to the space size on the map. Thus, it is possible to appropriately set the acoustic effect according to the size of the map space.
- the performance of the speaker 122 built in the controller 120 is inferior to that of the external speaker 144. Therefore, if the game sound created on the assumption that it is output from the speaker 144 is output from the cheap speaker 122, the speaker 122 cannot output the sound intended by the developer.
- the game sound output from the speaker 122 is limited to the operation sound, and the sound for the speaker 144 and the sound for the speaker 122 are prepared separately.
- it takes time and effort to prepare game sounds for the speaker 122 it is not realistic in terms of data capacity.
- the sound that the memento object talks about its feelings is output from both speakers 122 and 144.
- the number of voices of the memento object is very large, and it is not realistic to prepare data for each of the speakers 122 and 144.
- the game sound prepared for the speaker 144 is processed for the speaker 122 and output.
- the game sound processing will be described below.
- FIG. 12 is a flowchart showing a flow of processing for processing the game sound for the speaker of the controller.
- the sound processing unit 33 reads the game sound output from the speaker 122 from the game data storage unit 35, and applies a compressor to the read game sound (step S20).
- the sound processing unit 33 increases the volume level of the entire game sound processed in step S20 (step S21). At this time, the volume level of a specific frequency region (for example, the frequency region of the sound of the memento object) may be further increased.
- a specific frequency region for example, the frequency region of the sound of the memento object
- the sound processing unit 33 transmits the processed game sound data to the controller 120 (step S22).
- the dynamic range is increased by applying a compressor to the output game sound.
- the volume is narrowed and the volume level of the entire game sound is increased and transmitted to the controller 120. Accordingly, it is possible to output game sound that meets the developer's intention from the speaker 122 without preparing game sound data for the speaker 122.
- the online game is upgraded in a predetermined cycle. New equipment and new weapons may be added when upgrading.
- FIG. 13 is a diagram showing an example of the ratio of the material of the equipment and the action of the character for each part.
- the equipment parts are classified into the upper body, lower body, and feet, and the equipment materials are classified into iron, leather, cloth, and wood.
- the sound processing unit 33 outputs a sound effect corresponding to the ratio of the material of each part in accordance with the character's action (motion). For example, when the character walks, the sound effect is generated by synthesizing the sound effects of the upper body, the lower body, and the feet of the walking motion according to the ratio of the materials of the upper body, the lower body, and the feet.
- the game data storage unit 35 stores the data indicating the ratio of the material for each equipment and weapon, and the original sound data of each material for each part of the equipment and weapon for each motion. For example, if there are three types of equipment, upper body, lower body, and feet, and the material is iron, leather, cloth, and wood, for each motion, the upper body is iron, the upper body is leather, the upper body is cloth, and the upper body is Stores 12 original sound data when wood, lower body is iron, lower body is leather, lower body is cloth, lower body is wood, foot is iron, foot is leather, foot is cloth, and foot is wood.
- the sound processing unit 33 When the sound processing unit 33 outputs a sound effect in accordance with the motion of the character, the sound processing unit 33 refers to the game data storage unit 35 to acquire the ratio of the material of the equipment of each part of the character, and for each part, The original sound data of each material is synthesized by setting the volume level of the original sound data in accordance with the ratio of the material.
- the sound processing unit 33 synthesizes the original sound data in accordance with the ratio of the material of the equipment after the change and saves it in a memory or the like.
- the sound processing unit 33 may call the original sound data of each material simultaneously after setting the volume level of the original sound data corresponding to the material according to the ratio of the material during the motion of the character.
- the material composition of the upper body equipment of FIG. 13 is 80% for iron and 20% for leather.
- a sound effect is created by synthesizing the original sound data of the upper body of iron with a volume level of 80% and the upper body of the original sound data of leather with a volume level of 20%.
- the sound processing unit 33 plays the sound effect during the motion of the character at the rate corresponding to the material composition of the character equipment during the game. Synthesize. This eliminates the need for a sound effect for each piece of equipment.
- the attenuation amount according to the distance can be obtained more easily.
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Abstract
Description
図1を参照して、本発明の実施の形態に係るゲームプログラムを実行するゲームシステム100を説明する。ゲームシステム100は、ゲーム機(コンピュータ)1、コントローラ120、モニタ138、外部メモリ145、スピーカ144および記録媒体148を備える。
次に、本実施の形態におけるゲームプログラムによって提供されるゲームについて説明する。
次に、本実施の形態におけるゲームプログラムをゲーム機が実行することで構成されるゲーム装置について説明する。
次に、効果音の減衰処理について説明する。
図7,8は、ダンジョン内のプレイヤキャラクタと発音体との距離をマップユニットの数により求める様子を示す説明図である。図7(a)及び図8(a)は、ダンジョンを上から見た平面図である。図7(b)及び図8(b)は、プレイヤキャラクタのマップユニットと発音体のマップユニットにおいてダンジョンを横から見た断面図である。図7,8に示す1マップユニットは、仮想ゲーム空間上において底面が8×8mで、高さがプレイヤキャラクタの3倍程度(6~7m程度)の直方体である。以下では、1マップユニットを8m×8mの正方形として説明する。
次に、マップの各地点における音の特性の設定について説明する。
次に、コントローラ120のスピーカ122から出力するゲーム音について説明する。
次に、効果音の合成について説明する。
Claims (15)
- マップユニットによって区分される仮想のゲーム空間においてゲーム音を加工して出力するゲーム装置であって、
前記ゲーム音のデータを蓄積する蓄積部と、
発音体から聴音位置まで音が伝達する最短ルートを求め、当該最短ルートにおいて前記発音体が存在するマップユニットと前記聴音位置のマップユニットの間に存在するマップユニット数をカウントし、当該マップユニット数に基づいて前記発音体から前記聴音位置までの距離を算出する測定部と、
前記蓄積部から前記発音体が発するゲーム音に対応するデータを読み出し、前記測定部が算出した距離に基づいて前記ゲーム音の音量レベルを減衰させる加工部と、
を有することを特徴とするゲーム装置。 - 前記測定部は、前記マップユニット数に基づいて算出した距離に、前記発音体から隣接するマップユニットまでの距離と前記聴音位置から隣接するマップユニットまでの距離を加算することを特徴とする請求項1記載のゲーム装置。
- 前記加工部は、前記マップユニットが属する空間の広さを求め、当該空間の広さに応じて前記マップユニットで発せられるゲーム音の特性を変えることを特徴とする請求項1記載のゲーム装置。
- 前記ゲーム音のデータは第1のスピーカから出力させることを想定したデータであって、
前記加工部は、前記ゲーム音にコンプレッサーをかけた後、全体の音量レベルを上げる処理を行い、
前記加工部が加工した前記ゲーム音を前記第1のスピーカよりも性能が低い第2のスピーカに出力する出力部を有することを特徴とする請求項1記載のゲーム装置。 - 前記蓄積部は、キャラクタが装着する装備の素材の比率を示す比率データ、および前記素材ごとのゲーム音のデータを蓄積しており、
前記キャラクタの行動により前記装備から発せられる効果音について、当該装備の比率データと前記素材ごとのゲーム音のデータを前記蓄積部から読み出し、前記比率データに基づいて前記素材ごとのゲーム音の音量レベルをそれぞれ設定し、音量レベルを設定した前記素材ごとのゲーム音を合成する合成部を有することを特徴とする請求項1記載のゲーム装置。 - マップユニットによって区分される仮想のゲーム空間においてゲーム音を加工して出力する効果音加工方法であって、
発音体から聴音位置まで音が伝達する最短ルートを求めるステップと、
前記最短ルートにおいて前記発音体が存在するマップユニットと前記聴音位置のマップユニットの間に存在するマップユニット数をカウントするステップと、
前記マップユニット数に基づいて前記発音体から前記聴音位置までの距離を算出するステップと、
前記ゲーム音のデータを蓄積する蓄積部から前記発音体が発するゲーム音に対応するデータを読み出し、前記距離に基づいて前記ゲーム音の音量レベルを減衰させるステップと、
を有することを特徴とする効果音加工方法。 - 前記距離を算出するステップは、前記マップユニット数に基づいて算出した距離に、前記発音体から隣接するマップユニットまでの距離と前記聴音位置から隣接するマップユニットまでの距離を加算して前記距離を算出することを特徴とする請求項6記載の効果音加工方法。
- 前記マップユニットが属する空間の広さを求め、当該空間の広さに応じて前記マップユニットで発せられるゲーム音の特性を変えるステップを有することを特徴とする請求項6記載の効果音加工方法。
- 前記ゲーム音のデータは第1のスピーカから出力させることを想定したデータであって、
前記ゲーム音にコンプレッサーをかけた後、全体の音量レベルを上げるステップと、
前記ゲーム音を前記第1のスピーカよりも性能が低い第2のスピーカに出力するステップと、
を有することを特徴とする請求項6記載の効果音加工方法。 - 前記蓄積部は、キャラクタが装着する装備の素材の比率を示す比率データ、および前記素材ごとのゲーム音のデータを蓄積しており、
前記キャラクタの行動により前記装備から発せられる効果音について、当該装備の比率データと前記素材ごとのゲーム音のデータを前記蓄積部から読み出し、前記比率データに基づいて前記素材ごとのゲーム音の音量レベルをそれぞれ設定し、音量レベルを設定した前記素材ごとのゲーム音を合成するステップを有することを特徴とする請求項6記載の効果音加工方法。 - マップユニットによって区分される仮想のゲーム空間においてゲーム音を加工して出力する効果音加工方法をコンピュータに実行させる指令を記録した記録媒体であって、
発音体から聴音位置まで音が伝達する最短ルートを求める処理と、
前記最短ルートにおいて前記発音体が存在するマップユニットと前記聴音位置のマップユニットの間に存在するマップユニット数をカウントする処理と、
前記マップユニット数に基づいて前記発音体から前記聴音位置までの距離を算出する処理と、
前記ゲーム音のデータを蓄積する蓄積部から前記発音体が発するゲーム音に対応するデータを読み出し、前記距離に基づいて前記ゲーム音の音量レベルを減衰させる処理と、
を前記コンピュータに実行させる指令を記録した記録媒体。 - 前記距離を算出する処理は、前記マップユニット数に基づいて算出した距離に、前記発音体から隣接するマップユニットまでの距離と前記聴音位置から隣接するマップユニットまでの距離を加算して前記距離を算出することを特徴とする請求項11記載の記録媒体。
- 前記マップユニットが属する空間の広さを求め、当該空間の広さに応じて前記マップユニットで発せられるゲーム音の特性を変える処理を前記コンピュータに実行させる指令を記録した請求項11記載の記録媒体。
- 前記ゲーム音のデータは第1のスピーカから出力させることを想定したデータであって、
前記ゲーム音にコンプレッサーをかけた後、全体の音量レベルを上げる処理と、
前記ゲーム音を前記第1のスピーカよりも性能が低い第2のスピーカに出力する処理と、
を前記コンピュータに実行させる指令を記録した請求項11記載の記録媒体。 - 前記蓄積部は、キャラクタが装着する装備の素材の比率を示す比率データ、および前記素材ごとのゲーム音のデータを蓄積しており、
前記キャラクタの行動により前記装備から発せられる効果音について、当該装備の比率データと前記素材ごとのゲーム音のデータを前記蓄積部から読み出し、前記比率データに基づいて前記素材ごとのゲーム音の音量レベルをそれぞれ設定し、音量レベルを設定した前記素材ごとのゲーム音を合成する処理を前記コンピュータに実行させる指令を記録した請求項11記載の記録媒体。
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