Program, recording medium, and sound reproduction method

By employing a mechanism to manage sound generation objects based on player position, the system efficiently produces realistic sound effects with reduced CPU load, addressing the challenge of producing crowd noises in game environments.

JP7876356B2Active Publication Date: 2026-06-19KOEI TECMO GAMES CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KOEI TECMO GAMES CO LTD
Filing Date
2022-07-05
Publication Date
2026-06-19

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Abstract

To provide a new mechanism for performing sound performance by a sound generation object within a prescribed area based on a position of a player object by simple processing.SOLUTION: A program is provided which makes an information processing device function as: an object control part configured to generate a player object and a sound generation object within a virtual space to control the player object and the sound generation object within the virtual space; a sound data storage part configured to store a plurality of pieces of sound data to reproduce sound corresponding to the number of sound generation objects; a count part configured to count the number of sound generation objects within a prescribed area based on a position of the player object; and a reproduction part configured to read the sound data from the sound data storage part for targeting reproduction of sound corresponding to the number of sound generation objects within the prescribed area, and sequentially reproducing sound data approaching the sound corresponding to the number of sound generation objects.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present disclosure relates to a program, a recording medium, and a sound reproduction method.

Background Art

[0002] For example, in a video game where a player character battles against a plurality of enemy characters, when the player character enters a location where many enemy characters are gathered, there may be a case where a voice (hereinafter referred to as a "crowd noise") is generated to produce the effect that the location is noisy with many enemy characters, thereby creating the atmosphere.

[0003] Game programs and game systems aimed at realistic production of crowd noises have been conventionally known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] It is desired that the sound production of sound generation objects in a game space where there are a player object and sound generation objects such as soldiers and arrows can be realized by a simple process with a lighter CPU (Central Processing Unit) load.

[0006] An object of the present disclosure is to provide a new mechanism for performing sound production by sound generation objects within a predetermined area based on the position of a player object by a simple process.

Means for Solving the Problems

[0007] According to one aspect of the present disclosure, a program is provided for an information processing device to function as: an object control unit configured to generate player objects and sound generation objects in a virtual space and to control the player objects and sound generation objects in the virtual space; a sound data storage unit configured to store a plurality of sound data for playing sounds corresponding to the number of sound generation objects; a counting unit configured to count the number of sound generation objects in a predetermined area based on the position of the player object; and a playback unit configured to read sound data from the sound data storage unit and sequentially play the sound data that approaches the sound corresponding to the number of sound generation objects, with the goal of playing sounds corresponding to the number of sound generation objects in the predetermined area. [Effects of the Invention]

[0008] From one perspective, this provides a new mechanism for easily performing sound effects using sound-generating objects within a predetermined area based on the position of a player object. [Brief explanation of the drawing]

[0009] [Figure 1] This is a diagram illustrating an example of an information processing system according to this embodiment. [Figure 2] This figure shows an example of the hardware configuration of the information processing device according to this embodiment. [Figure 3] This figure shows an example of the functional configuration of an information processing device. [Figure 4] This is an example diagram illustrating the virtual space in which the player object and sound generation object are created. [Figure 5] This is an explanatory diagram illustrating an example of sound data corresponding to the number of sound-generating objects. [Figure 6] This is an example diagram illustrating the virtual space in which the player object and sound generation object are created. [Figure 7] This is an explanatory diagram illustrating an example of audio data playback using crossfading. [Figure 8] This is a flowchart illustrating an example of the processing performed by the information processing device according to this embodiment. [Modes for carrying out the invention]

[0010] The following describes the forms for implementing this disclosure with reference to the drawings.

[0011] [First Embodiment] [System Configuration] First, a system configuration according to one embodiment will be described with reference to Figure 1. Figure 1 is a configuration diagram of an example of an information processing system according to this embodiment. The information processing system according to one embodiment is configured as shown in Figure 1(A) or Figure 1(B), for example. Figure 1(A) is an example of an information processing system configured by an information processing device 10. Figure 1(B) is an example of an information processing system in which the information processing device 10 and a server device 14 are connected to each other via a network 18 so as to be able to communicate.

[0012] The information processing device 10 in Figure 1(A) is a computer operated by the user. The information processing device 10 in Figure 1(A) receives user input via a touch panel, controller, keyboard, or mouse, executes information processing according to the input, and outputs the execution results through display and sound.

[0013] Furthermore, the information processing device 10 and server device 14 in Figure 1(B) are computers similar to those in Figure 1(A). The server device 14 sends and receives data with the information processing device 10, and the information processing device 10 executes information processing in accordance with the operation received from the user and provides the execution results to the information processing device 10. The information processing device 10 outputs the execution results provided by the server device 14 through display and sound, etc.

[0014] The server device 14 may be implemented by a cloud computer. Note that the number of server devices 14 shown in FIG. 1(B) is not limited to one, and two or more server devices may be used for distributed processing. The server device 14 may be used for downloading processes such as programs (applications) to the information processing device 10, user login processes, or processes for managing various databases. Note that the system configuration shown in FIG. 1 is an example.

[0015] The information processing system shown in FIG. 1 is applicable to various information processing systems that generate player objects and sound generation objects in a virtual space and control the player objects and sound generation objects in the virtual space, such as game systems, social networking service systems, and metaverse systems, which perform sound effects by sound generation objects.

[0016] The player object is a display object such as a player character that a player operates in a virtual space. The sound generation object is a display object other than the player object, and generates a sound representing an action, a state, etc. in the virtual space. Note that the sound generation object may include a player object operated by another player in the virtual space. If the virtual space is a game space, the sound generation object is, for example, an enemy character that emits a voice, a weapon such as a cannon that emits a firing sound, a bullet or an arrow that emits a flying sound, or a player character operated by another player. The sound generated by the sound generation object is a sound that the information processing device 10 reproduces and makes the player hear.

[0017] [Hardware Configuration] The information processing device 10 according to the present embodiment is configured as shown in FIG. 2, for example. Since the configuration of the server device 14 is the same as that of the information processing device 10, the description thereof is omitted. FIG. 2 is a diagram showing an example of the hardware configuration of the information processing device according to the present embodiment.

[0018] The information processing apparatus 10 in FIG. 2 has, for example, a CPU (Central Processing Unit) 100, a storage device 102, a communication device 104, an input device 106, and an output device 108. The CPU 100 controls the information processing apparatus 10 according to a program. The storage device 102 is a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), and a storage such as a HDD (Hard Disk Drive) or a SSD (Solid State Drive). The storage device 102 stores a program and data to be executed by the CPU 100.

[0019] The communication device 104 is a communication device such as a network circuit that controls communication. The input device 106 is an input device such as a touch pad, a controller, a mouse, a keyboard, a camera, or a microphone. Also, the output device 108 is an output device such as a display or a speaker. The touch panel is realized by combining a touch pad, which is an example of the input device 106, and a display, which is an example of the output device 108. The hardware configuration in FIG. 2 is an example. For example, the information processing apparatus 10 may be a smartphone, a portable game machine, a personal computer, a workstation, a tablet terminal, a home game device, a business game device, or the like. Further, the information processing apparatus 10 may have a graphics processing unit (GPU) and a digital sound processor (DSP).

[0020] [Functional Configuration] Hereinafter, an example will be described in which the information processing apparatus 10 shown in FIG. 1(A) generates a player object and a sound generation object in a virtual space and controls the player object and the sound generation object in the virtual space. However, the functional configuration shown in FIG. 1(A) may be provided distributively to the information processing apparatus 10 and the server apparatus 14 shown in FIG. 1(B), and the information processing apparatus 10 and the server apparatus 14 may cooperate to perform processing.

[0021] Figure 3 shows an example of the functional configuration of an information processing device. The information processing device 10 shown in Figure 3 has a configuration comprising a control unit 20, an operation reception unit 22, an output control unit 24, a communication unit 26, and a storage unit 28.

[0022] The storage unit 28 in Figure 3 stores the program 40, object information 42, and sound data 44. The program 40 generates player objects and sound generation objects in the virtual space and causes the information processing device 10 to execute a process to control the player objects and sound generation objects in the virtual space. The object information 42 is an example of information about display objects used by the program 40, such as information about player objects and sound generation objects. The sound data 44 is an example of data used by the program 40 to play sound, such as data for continuously playing sounds in a loop format according to the number of sound generation objects, as described later. The storage unit 28 may be implemented by the storage device 102, or by a storage device connected to the communication unit 26 for communication.

[0023] The control unit 20 controls the entire information processing device 10. The control unit 20 is realized when the CPU 100 executes the processing described in the program 40. The control unit 20 in Figure 3 has a configuration that includes a virtual space control unit 50, an object control unit 52, a counting unit 54, and a playback unit 56.

[0024] The virtual space control unit 50 generates a virtual space, such as a virtual game space, and controls the generated virtual space. The virtual space may be a two-dimensional space or a three-dimensional space. The object control unit 52 generates player objects and sound generation objects in the virtual space and controls the player objects and sound generation objects within the virtual space.

[0025] The counting unit 54 sets a predetermined two- or three-dimensional area based on the position of the player object and counts the number of sound-generating objects present within that predetermined area. For example, the counting unit 54 counts the number of sound-generating objects present within a predetermined distance from the position of the player object. For example, if the sound-generating object is an enemy character, the counting unit 54 counts the number of enemy characters within the predetermined area. Also, for example, if the sound-generating object is an arrow, the counting unit 54 counts the number of arrows flying around within the predetermined area.

[0026] The playback unit 56 aims to reproduce sounds corresponding to the number of sound-generating objects present in a predetermined area. It reads sound data 44 from the storage unit 28 and sequentially plays sound data 44 that approaches the sound corresponding to the target number of sound-generating objects. In this way, the playback unit 56 reproduces sound data 44 in a manner that is linked to the change in the number of sound-generating objects present in the predetermined area.

[0027] The sound data 44 is loop-compatible data (loop material) for continuously playing sounds in a loop format corresponding to the number of sound-generating objects, and is data that can be played repeatedly without interruption. Furthermore, the sound data 44 is generated so that the playback unit 56 plays sounds corresponding to the number of sound-generating objects, depending on the amount of voices and flying sounds produced by the sound-generating objects. The sound data 44 corresponding to the number of sound-generating objects is created in advance at a predetermined granularity that distinguishes the number of sound-generating objects and is stored in the storage unit 28.

[0028] The playback unit 56 sequentially connects and plays the sound data 44 read from the storage unit 28 using crossfading. Crossfading is a technique for connecting and playing multiple sound data 44 together, where the previous sound data 44 is faded out while the next sound data is faded in, resulting in a smooth transition in the playback of the sound data 44 without any noticeable gaps.

[0029] The playback unit 56 has a maximum of two sounds that can be played simultaneously, and by using a simple mechanism that plays and stops sound data 44 that has been created in advance and stored in the memory unit 28, it is possible to play sounds that are linked to changes in the number of sound-generating objects present in a predetermined area, with a low CPU load.

[0030] The playback unit 56 may also be configured to produce three or more simultaneous sounds. For example, if the number of simultaneous sounds is three, the playback unit 56 can smoothly transition the playback of the sound data 44 without interruption by fading out the two previous sound data 44 while fading in the next sound data.

[0031] The operation reception unit 22 receives various user operations on the input device 106. The output control unit 24 outputs various screens to the output device 108 according to the control unit 20. The output control unit 24 also outputs various sounds from the output device 108 according to the control unit 20.

[0032] The operation reception unit 22 is realized by the CPU 100 controlling the input device 106 according to the program 40. The output control unit 24 is realized by the CPU 100 controlling the output device 108 according to the program 40. Various user operations on the input device 106 refer to operations performed by the user on the operation reception unit 22 in order to cause the CPU 100 to execute processing. The output control unit 24 outputs various screens and sounds according to the control of the control unit 20.

[0033] The communication unit 26 communicates via the network 18, etc. The communication unit 26 is realized when the CPU 100 executes the program 40 and controls the communication device 104.

[0034] [process] The following describes the processing of the information processing system according to this embodiment.

[0035] Figure 4 is an example diagram illustrating the virtual space in which the player object and sound generation object are created. In Figure 4, the position of the player object 1000 is represented by a "●". The position of the sound generation object 1002 is represented by a "□". In addition, the predetermined region 1004 is represented by a dotted line. In Figure 4, the predetermined region 1004 is set based on the position of the player object 1000.

[0036] The counting unit 54 of the information processing device 10 counts the number of sound-generating objects 1002 present in a predetermined area 1004. For example, in Figure 4, the counting unit 54 counts the number of sound-generating objects 1002 present in the predetermined area 1004 to "4". The counting of the number of sound-generating objects 1002 present in the predetermined area 1004 by the counting unit 54 should be performed at intervals corresponding to the rate at which the number of sound-generating objects 1002 present in the predetermined area 1004 changes.

[0037] The memory unit 28 stores, for example, the number of sound-generating objects 1002 as shown in Figure 5, and the corresponding sound data 44. Figure 5 is an explanatory diagram of an example of sound data corresponding to the number of sound-generating objects.

[0038] In Figure 5, the number of sound-generating objects 1002 is divided into "1-5", "6-15", "16-30", "31-60", and "61 or more". The division of the number of sound-generating objects 1002 into "1-5" is associated with "sound data a". For example, "sound data a" is the sound data that the player hears when the number of sound-generating objects 1002 present in the predetermined area 1004 is "1-5".

[0039] Furthermore, "sound data b" is associated with the number of sound-generating objects 1002 in the range of "6 to 15". For example, "sound data b" is the sound data that the player hears when the number of sound-generating objects 1002 present in the predetermined area 1004 is between "6 and 15".

[0040] Furthermore, "sound data c" is associated with the number of sound-generating objects 1002 in the range of "16 to 30". For example, "sound data c" is the sound data that the player hears when the number of sound-generating objects 1002 present in the predetermined area 1004 is "16 to 30".

[0041] Furthermore, "sound data d" is associated with the number of sound-generating objects 1002 in the range of "31 to 60". For example, "sound data d" is the sound data that the player hears when the number of sound-generating objects 1002 present in the predetermined area 1004 is "31 to 60".

[0042] Furthermore, the category of "61 or more" sound generation objects 1002 is associated with "sound data e". For example, "sound data e" is the sound data that the player hears when the number of sound generation objects 1002 present in the predetermined area 1004 is "61 or more".

[0043] The playback unit 56 reads sound data 44 from the storage unit 28 corresponding to the number of sound-generating objects 1002 present in the predetermined area 1004 and plays it back. For example, in Figures 4 and 5, the playback unit 56 reads "sound data a" from the storage unit 28 corresponding to the number "4" of sound-generating objects 1002 present in the predetermined area 1004 counted by the counting unit 54 and plays it back.

[0044] The virtual space in Figure 4, where the player object 1000 and the sound generation object 1002 are created, changes over time, for example, as shown in Figure 6. Figure 6 is an example diagram illustrating the virtual space in which the player object and the sound generation object are created.

[0045] Figure 6 shows how the collection of sound-generating objects 1002 that was located in the lower right of Figure 4 has moved into the predetermined area 1004. The counting unit 54 of the information processing device 10 counts the number of sound-generating objects 1002 that are present in the predetermined area 1004. For example, in the example of Figure 6, the counting unit 54 counts the number of sound-generating objects 1002 present in the predetermined area 1004 to be "22".

[0046] When the number of sound-generating objects 1002 present in a predetermined area 1004 changes, the playback unit 56 aims to play sound data 44 corresponding to the changed number, and sequentially plays sound data 44 to approach the target sound data 44.

[0047] For example, in the examples in Figures 4 and 6, the number of sound-generating objects 1002 within the predetermined region 1004 changes from "4" to "22". The playback unit 56 aims to play back "sound data c" corresponding to the changed number "22", and sequentially plays back "sound data b" and "sound data c" by reading them from the storage unit 28, so as to approach the target "sound data c" from the "sound data a" that is currently being played.

[0048] For example, the playback unit 56 sequentially connects and plays back the sound data 44 read from the storage unit 28 using a crossfade as shown in Figure 7. Figure 7 is an explanatory diagram of an example of sound data playback using a crossfade.

[0049] As shown in Figure 7, the playback unit 56 approaches the target sound data 44 by fading out the previous sound data 44 and fading in the next sound data, passing through multiple sound data 44 one after another before transitioning to playback of the target sound data 44.

[0050] For example, in the examples in Figures 4 and 6, the playback unit 56 fades out the playback of the previous sound data 44, "sound data a," while fading in the playback of the next sound data 44, "sound data b." Note that Figure 7 shows an example where the fade-out time and fade-in time are different, but they may be the same. Also, in Figure 7, the fade-in of the playback of the next sound data 44, "sound data b," finishes earlier than the fade-out of the playback of the previous sound data 44, "sound data a."

[0051] Once the fade-out of "sound data a" is complete, the playback unit 56 fades out "sound data b" as the previous sound data while fading in the next sound data 44, "sound data c". After the fade-out of "sound data b" is complete, the playback unit 56 continues to play the target sound data 44, "sound data c".

[0052] In the example shown in Figure 7, the speed of sound change can be adjusted according to the number of sound-generating objects 1002 present in the predetermined region 1004 by adjusting the fade-out time. The playback unit 56 may also suppress the monotony of the reproduced sound by starting the playback of the sound data 44 from a random position in the sound data 44. Furthermore, although this embodiment shows an example where the number of sound-generating objects 1002 present in the predetermined region 1004 increases, it can also be applied to a process where the number of sound-generating objects 1002 present in the predetermined region 1004 decreases.

[0053] The information processing device 10 executes the processing of the sound playback method according to this embodiment in a procedure such as that shown in Figure 8. Figure 8 is a flowchart of an example of the processing of the information processing device according to this embodiment.

[0054] In step S100, the counting unit 54 of the information processing device 10 counts the number of sound generating objects 1002 in a predetermined area 1004. In step S102, the playback unit 56 sets sound data 44 corresponding to the number of sound generating objects 1002 present in the predetermined area 1004 as the target sound data 44.

[0055] In step S104, the playback unit 56 determines whether or not it is currently playing the target sound data 44. If it is currently playing the target sound data 44, the playback unit 56 continues playing the sound data 44 and returns to the process in step S100.

[0056] If the target sound data 44 is not currently being played, the process proceeds to step S106, where the playback unit 56 reads sound data 44 from the storage unit 28, sequentially approaching the target sound data 44 from the sound data 44 currently being played. For example, in the example of the change from Figure 4 to Figure 6, the storage unit 28 reads "sound data b" and "sound data c" sequentially, approaching the target "sound data c" from the "sound data a" currently being played.

[0057] The process proceeds to step S108, where the playback unit 56 sequentially connects the sound data 44 read from the storage unit 28 in step S106 using crossfading and plays it back. The process then proceeds to step S110, where the playback unit 56 determines whether the sound playback scene has ended. If the sound playback scene has not ended, the process returns to step S100. Therefore, the information processing device 10 repeats the processes of steps S100 to S110 until the sound playback scene has ended. Once the sound playback scene has ended, the information processing device 10 terminates the process shown in the flowchart in Figure 8.

[0058] As shown in Figure 8, the information processing device 10 pre-creates loop-format sound data 44 corresponding to the number of sound-generating objects 1002 in a predetermined area 1004, at a predetermined granularity that divides the number of sound-generating objects 1002. When the loop-format sound data 44 corresponding to the number of sound-generating objects 1002 in the predetermined area 1004 is set as the target, the information processing device 10 can read sound data 44 from the storage unit 28 and play it back sequentially, approaching the target sound data 44.

[0059] For example, if the sound-generating object 1002 is a soldier, and the sound emitted by the sound-generating object 1002 is a soldier's shout, then as the number of soldiers around the player object 1000 increases, the increase in the number of soldiers can be expressed not by the volume, but by the content of the sound. Even if a large group of soldiers suddenly appears in front of the player object 1000, the soldiers' shouts are played back in a way that gradually approaches the shouts of a large number of soldiers over time, so the expression of a large number of soldiers' shouts can be made without any sense of incongruity. According to this embodiment, for example, the expression of soldiers' shouts can be improved in games in which a large number of soldiers appear.

[0060] Furthermore, for example, if sound-generating object 1002 is an arrow, and the sound emitted by sound-generating object 1002 is the sound of arrows flying, then in a scene where a swarm of arrows is fired at player object 1000 and the swarm of arrows approaches player object 1000, it is possible to express that the number of flying arrows increases rapidly and then decreases rapidly in conjunction with the visuals. For example, in a scene where a swarm of arrows approaches player object 1000 and passes by, or where approaching arrows hit their target and stop moving, it is possible to express that the number of flying arrows increases rapidly and then decreases rapidly in conjunction with the visuals.

[0061] Furthermore, if, for example, player object 1000 is surrounded by archers and continuously subjected to close-range fire, the sound will loop according to the number of arrows fired, creating a natural representation of being continuously bombarded with arrows from all sides. Also, there is no boundary between the representation of volleys from a distance and the sound of being continuously subjected to close-range fire, and a common mechanism can seamlessly represent the sound of being continuously subjected to close-range fire. According to this embodiment, for example, in a game where a player is subjected to a rain of arrows from a large number of soldiers, the representation of the sound of flying arrows can be improved. Moreover, if sound generation object 1002 is another player's player object, and the sound emitted by sound generation object 1002 is the voice of another player's player object, then as the number of other players' player objects increases around player object 1000, the number of other players' player objects can be represented not by volume, but by the content of the sound.

[0062] The information processing device 10 and server device 14 of the disclosed embodiment should be considered illustrative and not restrictive. The above embodiment can be modified and improved in various ways without departing from the scope and spirit of the appended claims. Furthermore, the matters described in the above-described embodiments can be configured in other ways and combined in a non-consistent manner. [Explanation of Symbols]

[0063] 10 Information Processing Devices 14 Server Devices 18 Network 20 Control Unit 44 sound data 50 Virtual Space Control Unit 52 Object Control Unit 54 Count section 56 Playback Department 1000 Player Objects 1002 Sound generation object 1004 Predetermined area

Claims

1. Information processing equipment, An object control unit configured to generate player objects and sound generation objects in a virtual space, and to control the player objects and sound generation objects in the virtual space, A sound data storage unit configured to store multiple sound data for reproducing sounds corresponding to the number of sound-generating objects, A counting unit configured to count the number of sound-generating objects within a predetermined area based on the position of the player object, A playback unit configured to read sound data from a sound data storage unit and sequentially play back sound data that approaches the sound corresponding to the number of sound-generating objects within a predetermined area, with the goal of reproducing a sound corresponding to the number of sound-generating objects. To make it function as, The aforementioned regeneration unit is The system is configured to sequentially connect and play back the sound data read from the sound data storage unit using crossfading. When playing the first sound data, and reading and sequentially playing the second sound data which has more sound generation objects than the first sound data, and the target third sound data which has more sound generation objects than the second sound data, the fade-in of the third sound data will begin after the fade-out of the first sound data is complete. program.

2. The sound data storage unit is configured to store multiple sound data so that the playback unit can continuously play sounds in a loop, corresponding to the number of sound-generating objects. The program according to claim 1.

3. The sound data storage unit is configured to store a plurality of sound data generated so that the playback unit can play back sounds corresponding to the number of sound-generating objects, depending on the amount of sound generated by the sound-generating objects. The program according to claim 2.

4. The playback unit is configured to play back the sound data read from the sound data storage unit from a random position. The program according to claim 2.

5. Information processing equipment, An object control unit configured to generate player objects and sound generation objects in a virtual space, and to control the player objects and sound generation objects in the virtual space, A sound data storage unit configured to store multiple sound data for reproducing sounds corresponding to the number of sound-generating objects, A counting unit configured to count the number of sound-generating objects within a predetermined area based on the position of the player object, A playback unit configured to read sound data from a sound data storage unit and sequentially play back sound data that approaches the sound corresponding to the number of sound-generating objects within a predetermined area, with the goal of reproducing a sound corresponding to the number of sound-generating objects. To make it function as, The aforementioned regeneration unit is The system is configured to sequentially connect and play back the sound data read from the sound data storage unit using crossfading. When playing the first sound data, and reading and sequentially playing the second sound data which has more sound generation objects than the first sound data, and the target third sound data which has more sound generation objects than the second sound data, the fade-in of the third sound data will begin after the fade-out of the first sound data is complete. A computer-readable recording medium on which a program is stored.

6. Information processing device, An object control step involves generating a player object and a sound generation object in a virtual space, and controlling the player object and the sound generation object in the virtual space. A sound data storage step includes storing multiple sound data that reproduce sounds corresponding to the number of sound-generating objects, A counting step of counting the number of sound-generating objects within a predetermined area based on the position of the player object, The goal is to reproduce a sound corresponding to the number of sound-generating objects within a predetermined area, and the playback step involves reading the sound data stored in the sound data storage step and sequentially playing the sound data that approaches the sound corresponding to the number of sound-generating objects. Perform The aforementioned playback step is, In the aforementioned sound data storage step, the sound data read from the sound data storage unit that stored the sound data is sequentially connected and played back by crossfading. When playing the first sound data, and reading and sequentially playing the second sound data which has more sound generation objects than the first sound data, and the target third sound data which has more sound generation objects than the second sound data, the fade-in of the third sound data will begin after the fade-out of the first sound data is complete. How to play sound.