Program and acoustic control device
By integrating virtual space control, display and playback units in the computer system, using the operation signals output by the sensor to control object operations in the virtual space and play related sound effects, the problem of sound effects mismatch in virtual space services is solved and the user experience is improved.
Patent Information
- Application Number
- JP2023152372
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-20
- Publication Date
- 2025-04-02
- Estimated Expiration
- 2043-09-20
AI Technical Summary
In the provision of services in virtual space, it is difficult to play appropriate sound effects matching the scene on the user experience, affecting the user's immersion experience and sense of participation.
By integrating the virtual space control unit, display unit and playback unit in the computer system, the operation signals output by the sensor are used to control the operation of the object in the virtual space, and play related sound effects according to the location of the object and the user's operating parameters (such as speed and angular velocity).
It improves the user's experience in the virtual space, and dynamically adjusts the playback conditions of the sound effects to ensure that the sound effects match the user's operations and scenes, thereby enhancing the user's sense of immersion and participation.
Smart Images

Figure 2025044661000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program and an audio control device. [Background technology]
[0002] Among game programs, there are those that reproduce sound effects in a virtual space (see, for example, Patent Document 1). In the example of Patent Document 1, gunshot sounds and the like are reproduced during a shooting game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-156589 A Summary of the Invention [Problem to be solved by the invention]
[0004] When various services (e.g., games) are provided in virtual space, it is required that audio appropriate for the situation be reproduced from the perspective of user experience.
[0005] An object of the present disclosure is to improve the user experience in services provided in virtual space. [Means for solving the problem]
[0006] The first aspect is a program for causing a computer system having one computer or a plurality of computers working together to function as a virtual space control unit, a display unit, and a playback unit, comprising: the computer system is connected to a display, a speaker, and a sensor; The sensor outputs a motion signal indicative of a parameter correlated with at least one of a velocity and an angular velocity of a predetermined part of a user's body; the virtual space control unit causes an object arranged in the virtual space to operate based on the operation signal; The display unit displays an image of the virtual space on the display, The playback unit plays back the sound through the speaker, the reproduction unit reproduces the sound associated with the object when the parameter becomes equal to or less than a second predetermined value lower than the first predetermined value after the parameter becomes equal to or more than a first predetermined value; program.
[0007] In a first aspect, The reproduction section may change at least one of the first predetermined value and the second predetermined value depending on the type of the object.
[0008] In the above aspect, The reproduction section may increase the first predetermined value and the second predetermined value when the object is large, and decrease the first predetermined value and the second predetermined value when the object is small.
[0009] In the above aspect, the sensor is a controller worn or held by the user; The playback unit may play back a sound of the object when a position of the object in the virtual space is determined according to a position of the controller.
[0010] In the above aspect, the detection device is a plurality of controllers worn or held by the user, the plurality of controllers includes a first controller and a second controller; the first controller outputs a first movement signal indicative of a first parameter correlated with at least one of a velocity and an angular velocity of a first part of the user's body; the second controller outputs a second movement signal indicative of a second parameter correlating to at least one of a velocity and an angular velocity of a second part of the user's body; The playback unit may play back sound of the object in accordance with the first parameter when the position of the object in the virtual space is determined according to the position of the first controller and not according to the position of the second controller, when the first parameter becomes equal to or greater than a first predetermined value and then becomes equal to or less than a second predetermined value that is lower than the first predetermined value.
[0011] A second aspect of the present invention is a method for controlling a computer-implemented program for a computer-implemented system, comprising: A control unit that executes the program; It is an acoustic control device equipped with the above. Effect of the Invention
[0012] According to the present disclosure, it is possible to improve the user experience. [Brief description of the drawings]
[0013] [Figure 1] FIG. 2 is a block diagram showing the configuration of the game device. [Diagram 2] FIG. 1 is a perspective view showing an example of VR goggles. [Diagram 3] FIG. 2 is a schematic diagram showing a state in which a user is wearing VR goggles. [Figure 4] This is an example of a VR image. [Diagram 5] 11 is a flowchart illustrating a first process in a playback section. [Figure 6] 13 is a flowchart illustrating a second process in the playback section. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] [Embodiment] An example in which the program is implemented as a game program and the sound control device is realized as a game device will be described below. The game device is an example of a computer system having one computer or multiple computers working together.
[0015] The game played by this game program is played in a virtual space (three-dimensional). This game program is implemented using Virtual Reality (abbreviated as VR) technology. VR technology creates a virtual space on a computer that resembles reality, allowing the user to experience the sensation of being in that virtual space.
[0016] There is no limitation on the type of game, etc. In this embodiment, a battle-type action game in which a player character attacks and defeats an enemy character will be described as an example of the game.
[0017] In this game program, a character such as a player character may possess a virtual medium within the game screen. "Possession" here means, for example, that the character and the virtual medium are displayed integrally on the screen. In some games, "possession" may be expressed as "equipping."
[0018] An example of a virtual medium possessed by a character is a weapon. In the following description, it is assumed that the player character possesses a firearm (e.g., a handgun) as a virtual medium. The player character can attack enemy characters with the firearm.
[0019] In this game, various sounds are played as sounds emitted by virtual sound sources in the virtual space. The virtual medium held by the character can be a virtual sound source in the virtual space. In other words, in this game, sounds are played as sounds emitted by the virtual medium. For example, a firearm (virtual medium) may emit a gunshot sound (or more accurately, a sound that simulates the sound of a gunshot may be played).
[0020] Configuration of the Game Device Hardware Configuration 1 is a block diagram showing the configuration of a game device 5 (an example of an audio control device). The game device 5 executes a predetermined game based on a user's operation. A display 61, a speaker 62, and a controller 63 are connected to the game device 5.
[0021] The game device 5 may be, for example, a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark), or other commercially available device.
[0022] In the game device 5, the game progresses based on the installed game program and game data. The game devices 5 can communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0023] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0024] The network interface 51 is communicatively connected to the communication network in order to transmit and receive various data to and from, for example, other game devices 5 and external server devices (not shown).
[0025] The graphics processing unit 52 renders game images including the player character and various objects in the virtual space in a moving image format in accordance with game image information output from the control unit 56 .
[0026] As described above, this game program uses VR technology. The graphics processor 52 generates an image of a virtual space based on VR technology. Hereinafter, an image that displays a virtual space based on VR technology will be referred to as a "VR image."
[0027] The graphic processing unit 52 is connected to a display 61. The VR image is displayed on the display 61.
[0028] The display 61 is configured by, for example, a liquid crystal display. The display 61 is housed in a housing that can be worn by a user (hereinafter, referred to as user P). The display 61 of this embodiment is a display device of a head-mounted display (hereinafter, referred to as VR goggles 70).
[0029] 2 is a perspective view showing an example of the VR goggles 70. As shown in FIG. 2, the VR goggles 70 include a main body 71 and a headband 72.
[0030] The headband 72 is for mounting the VR goggles 70 on the head of a user P (a game player). Fig. 3 is a schematic diagram of a state in which the user P is wearing the VR goggles 70. The VR goggles 70 are mounted on the head of the user P with the main body 71 covering both of the user P's eyes.
[0031] 2 (hereinafter, referred to as vector Vd) indicates the direction that is in front of the user P when wearing the VR goggles 70. In this game program, vector Vd is the normal to the display surface of the display 61.
[0032] The display 61 is fixed inside the main body 71. In the VR goggles 70, the display surface of the display 61 faces both eyes of the user P when the VR goggles 70 are worn on the head of the user P.
[0033] The VR goggles 70 are equipped with an acceleration sensor and a gyro sensor (not shown). Some VR goggles 70 may be equipped with a geomagnetic sensor (not shown). Some VR goggles 70 may be equipped with a camera.
[0034] The output of the sensor of the VR goggles 70 is output to the operation unit 54. By analyzing the output of the sensor of the VR goggles 70, information on the position and orientation of the head of the user P (in other words, the position and orientation of the display 61) can be obtained.
[0035] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 reproduces digital game sounds in accordance with instructions from the control unit 56. Specifically, the audio processing unit 53 converts the sound data output by the control unit 56 into an analog signal and outputs it to the speaker 62.
[0036] The audio processing unit 53 is configured to be capable of outputting multi-channel audio in order to reproduce three-dimensional sound. Accordingly, a plurality of speakers 62 are connected to the game device 5. These speakers 62 may be arranged on the left and right, front and rear, above, etc. of a listener (e.g., a game player) in order to reproduce three-dimensional sound.
[0037] For example, the speakers 62 include a front left speaker (L speaker), a front right speaker (R speaker), a front center speaker (C speaker), a subwoofer (LFE speaker), a left surround (SL speaker), and a right surround (SR speaker).
[0038] The operation unit 54 is connected to the controller 63. The operation unit 54 transmits and receives signals to and from the controller 63. A game player operates various operators such as buttons of the controller 63 to input signals (commands, data, etc.) to the game device 5.
[0039] In this embodiment, two controllers 63 (an example of a detection device) are provided. One controller 63 is held in the right hand of the user P. The other controller 63 is held in the left hand of the user P. When the user P moves his / her arm or hand, the position of the held controller 63 changes. Depending on the form of the controller 63, the user P may wear the controller 63.
[0040] The controller 63 includes a plurality of operators (e.g., buttons). The user P can input operation signals to the operation unit 54 by operating various operators such as the buttons of the controller 63. The user P can give various instructions in the game by inputting operation signals to the game device 5. The operation unit 54 sends the operation signals to the control unit 56.
[0041] The controller 63 includes a sensor S that outputs an action signal. For example, the sensor S may be an acceleration sensor, a gyro sensor, or a geomagnetic sensor. When the user P moves his / her arm or hand, the output (action signal) of the sensor S changes. The operation unit 54 sends the action signal to the control unit 56. The sensor S outputs the action signal at predetermined intervals. Every time the operation unit 54 receives an action signal from the sensor S, it transmits the action signal to the control unit 56.
[0042] As described above, since the controller 63 is held in the right hand (left hand) of the user P, the controller 63 moves in conjunction with the movement of the hand (arm) of the user P. Therefore, the motion signal output by the sensor S indicates the movement of the hand (arm) of the user P. In other words, by analyzing the motion signal, the movement of the hand (arm) of the user P can be analyzed.
[0043] In this game program, by changing the position and orientation of the controller 63, the player character C1 can be moved within the virtual space.
[0044] For example, when the user P changes the position or orientation of his / her right hand (right arm) while holding the controller 63 in his / her right hand, the right hand (right arm) of the player character C1 in the virtual space moves in conjunction with the movement of the right hand (right arm) of the user P. Also, when the user P changes the position or orientation of his / her left hand (left arm) while holding the controller 63 in his / her left hand, the left hand (left arm) of the player character C1 in the virtual space moves in conjunction with the movement of the left hand (left arm) of the user P.
[0045] That is, in this game program, when the user P changes the position or orientation of the controller 63, the hand (arm) of the player character C1 that corresponds to the hand (arm) of the user P holding the controller 63 moves in the virtual space.
[0046] In this game program, the action signal includes information indicating the position and orientation of the controller 63 as well as the speed and angular velocity (parameters) of the controller 63. In this game program, the speed and angular velocity of the hand (arm) of the player character C1 in the virtual space are determined according to the speed and angular velocity of the hand (arm) of the user P.
[0047] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. Game data, various programs including a game program, etc. are stored in the storage unit 55. Examples of game data include a virtual medium and user account information.
[0048] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.
[0049] <Functional configuration of the control unit 56> The control unit 56 executes a game program, thereby functioning as a game progression unit 561 (virtual space control unit), a display unit 563, and a playback unit 564 (see FIG. 1).
[0050] (Game Progression Section 561) The game progression unit 561 progresses the game by moving player characters, non-player characters, and predetermined objects in a virtual space. The game progression unit 561 uses, for example, AI (artificial intelligence) in controlling the movements of non-player characters.
[0051] The game progression unit 561 controls the movements of the player character and the like in response to instructions from a user P (player). The instructions from the user P are input to the operation unit 54 via the controller 63.
[0052] For example, the user P can instruct the game progression unit 561 to move the player character or attack an enemy (such as firing a gun) by operating the controller 63. For example, when the user P operates a predetermined button on the controller 63, the controller 63 outputs an operation signal to the operation unit 54 indicating that the trigger of a firearm held by the player character has been pulled.
[0053] (Conversion unit 562) The conversion unit 562 converts the motion signal into a position and a direction in the virtual space based on the direction of the display 61 (the direction of the vector Vd). Here, "based on the direction of the display 61 (the direction of the vector Vd)" means that the vector Vd is one of the coordinate axes.
[0054] For example, when the conversion unit 562 receives a movement signal from the controller 63 (operation unit 54), it acquires various information (position, orientation, speed, angular velocity, etc.) included in the movement signal. The conversion unit 562 converts the acquired various information into movement information (information related to position, orientation, speed, angular velocity, etc.) of the hand (arm) of the player character C1 by a predetermined method (for example, by referring to a conversion table). The conversion unit 562 outputs the movement information to the game progression unit 561 and the reproduction unit 564.
[0055] Based on the movement information output by the conversion unit 562, the game progression unit 561 moves the hand (arm) of the player character C1 in the virtual space.
[0056] When the player character C1 holds an object in his / her hand (arm), the game progression unit 561 moves the object in the virtual space according to the action information. For example, when the game progression unit 561 receives an operation signal from the operation unit 54 indicating that a predetermined operation (such as an operation to equip an object) has been performed, the game progression unit 561 moves the object in the hand (arm) of the player character C1 in the virtual space. In other words, when the player character C1 holds an object in his / her hand (arm), the position of the firearm C2 in the virtual space is determined according to the position of the controller (linked to the action signal).
[0057] (Display section 563) The display unit 563 generates a VR image Sc by referring to information about the virtual space generated by the game progression unit 561. The display unit 563 outputs the generated VR image Sc to the graphics processing unit 52.
[0058] The motion signal output from the sensor S is converted into motion information by the conversion unit 562. A virtual space is generated by the game progression unit 561 based on the motion information. A VR image Sc is generated by the display unit 563 based on the generated virtual space. For this reason, the VR image Sc displays the hand (arm) of the player character C1 moving in conjunction with the motion signal output from the sensor S. That is, the user P can change the position, direction, speed, angular velocity, etc. of the hand (arm) of the player character C1 by changing the position, direction, speed, angular velocity, etc. of his / her own hand (i.e., the controller 63).
[0059] When an object is held in the hand (arm) of the player character C1 in the virtual space, the display unit 563 displays the object in the VR image Sc. In the example of the VR image Sc in Fig. 4, the object held by the player character C1 is a firearm C2.
[0060] As described above, when the player character C1 holds an object in his hand (arm) in the virtual space, the object moves according to the motion information. That is, when the display unit 563 displays the firearm C2 in the VR image Sc, the display unit 563 displays an image of the firearm C2 in the VR image Sc in conjunction with the motion signal output by the sensor S. That is, the display unit 563 displays the firearm C2 in the VR image Sc according to the position, direction, speed, and angular velocity of the controller 63.
[0061] 4, the firearm C2 is held in the right hand (right arm) of the player character C1. In this case, an image of the firearm C2 is displayed in conjunction with an operation signal output from a sensor of the controller 63 held in the right hand (right hand) of the user P.
[0062] (Playback section 564) The playback unit 564 plays back sounds necessary for providing a service (providing a game in this embodiment). Specifically, the playback unit 564 selects sound data to be played back, and instructs the audio processing unit 53 to play back the sound data. The playback unit 564 also instructs the audio processing unit 53 on the volume of each speaker 62, etc.
[0063] The playback unit 564 plays back the sound of a virtual sound source existing in the virtual space in accordance with the progress of the game. In this game program, various sound data are prepared in advance to play back the sound. For example, in this game program, sound data such as the sound of firing the gun C2 and the sound of a bullet hitting the ground is prepared.
[0064] In this game program, a sound (such as a metallic sound) that the firearm C2 makes when the player character C1 holds the firearm C2 is prepared as sound data SD. The sound data SD is associated with the firearm C2 in the storage unit 55. In this game program, when the player character C1 is holding the firearm C2 and at least one of the first condition and the second condition is satisfied, the playback unit 564 plays the sound data SD associated with the firearm C2.
[0065] Specifically, when the player character C1 holds the firearm C2, the playback unit 564 acquires the motion information output from the conversion unit 562. The playback unit 564 acquires the speed of the hand (arm) of the player character C1 holding the firearm C2 from the motion information. When the motion information indicates that the speed of the hand (arm) of the player character C1 becomes equal to or greater than a first speed (first predetermined value) and then becomes equal to or less than a second speed (second predetermined value), the playback unit 564 determines that the first condition is met. When the first condition is satisfied, the playback unit 564 plays back the audio data SD (first process). Note that the second speed is set lower than the first speed.
[0066] Furthermore, when the player character C1 is holding a firearm C2, the playback unit 564 acquires the motion information output from the conversion unit 562. The playback unit 564 acquires the angular velocity of the hand (arm) of the player character C1 holding the firearm C2 from the motion information. The playback unit 564 determines that the second condition is established when, in the motion information, the angular velocity of the hand (arm) of the player character C1 becomes equal to or greater than a first angular velocity (first predetermined value) and then becomes equal to or less than a second angular velocity (second predetermined value). When the second condition is satisfied, the playback unit 564 reproduces the audio data SD (second process). Note that the second angular velocity is set lower than the first angular velocity.
[0067] As described above, the hand (arm) of the player character C1 moves in response to a movement signal output from the controller 63. This movement signal includes data such as the speed and acceleration of the hand (arm) of the user P. In other words, the playback unit 564 plays back the sound data SD associated with the firearm C2 in response to the speed and acceleration of the hand (arm) of the user P.
[0068] For example, in movies and games, when a person (such as a player character) holds a weapon or takes a certain pose, a sound effect such as "click" is played. Such sound effects are thought to be generated when the internal mechanisms of the weapon collide with each other or when clothing rubs against each other. In particular, such sound effects are generated when the weapon is held up or a pose is completed, that is, when the speed or angular velocity of the weapon or clothing increases and then decreases.
[0069] In this embodiment, when either one of the velocities (angular velocities) of the hand (arm) of the player character C1 holding the firearm C2 is attenuated, the sound data SD is reproduced. This allows the sound effect when a person (player character, etc.) aims a firearm to be reproduced without any sense of incongruity.
[0070] Example of operation FIG. 5 is a flowchart illustrating the first process in the present game program.
[0071] First, the reproduction unit 564 determines whether or not the player character C1 possesses a firearm C2 (step S11).
[0072] For example, when the game progression unit 561 receives an operation signal indicating that a predetermined operation (such as an operation to equip an object) has been performed from the operation unit 54, it causes the player character C1 to hold the object in the hand (arm) of the player character C1 in the virtual space. If the player character C1 is holding a firearm C2 in the virtual space generated by the game progression unit 561, the reproduction unit 564 determines that the player character C1 is holding the firearm C2.
[0073] The reproduction unit 564 waits in step S11 until it is determined that the player character C1 is in possession of the firearm C2 (No in step S11).
[0074] When the reproduction unit 564 determines that the player character C1 is carrying a firearm C2 (Yes in step S11), it acquires motion information from the conversion unit 562 (step S12). When the conversion unit 562 receives a motion signal from the operation unit 54, it acquires various information (position, orientation, speed, acceleration) of the controller 63 from the motion signal. The conversion unit 562 converts the acquired various information into motion information (position, orientation, speed, angular velocity, etc.) of the hand (arm) of the player character C1. That is, the motion information is generated based on the motion signal.
[0075] The reproduction unit 564 determines whether the speed of the hand (arm) of the player character C1 holding the firearm C2 is equal to or greater than a first speed based on the motion information (step S13). If the speed of the hand (arm) of the player character C1 is less than the first speed (No in step S13), the reproduction unit 564 waits in step S13 until it is determined that the speed of the hand (arm) of the player character C1 is equal to or greater than the first speed.
[0076] When the reproduction unit 564 determines that the speed of the hand (arm) of the player character C1 is equal to or faster than the first speed (Yes in step S13), it acquires motion information from the conversion unit 562 (step S14). When the conversion unit 562 receives a motion signal from the operation unit 54, it converts the motion signal into motion information of the hand (arm) of the player character C1.
[0077] The reproduction unit 564 determines whether the speed of the hand (arm) of the player character C1 holding the firearm C2 is equal to or greater than the first speed based on the motion information (step S15). If the speed of the hand (arm) of the player character C1 is higher than the second speed (No in step S15), the reproduction unit 564 waits in step S15 until it is determined that the speed of the hand (arm) of the player character C1 is equal to or less than the second speed. Note that the second speed is lower than the first speed.
[0078] When the playback unit 564 determines that the speed of the hand (arm) of the player character C1 is equal to or lower than the second speed (Yes in step S15), it plays back the sound data SD associated with the firearm C2 (step S16).
[0079] Fig. 6 is a flow chart for explaining the second processing in this game program. In the second processing in Fig. 6, steps S23 and S25 are executed instead of steps S13 and S15 in the first processing in Fig. 5.
[0080] In step S23, the reproduction unit 564 determines, from the action information, whether or not the angular velocity of the hand (arm) of the player character C1 holding the firearm C2 is equal to or greater than the first angular velocity. If the velocity of the hand (arm) of the player character C1 is less than the first angular velocity, the reproduction unit 564 waits in step S23 until it determines that the angular velocity of the hand (arm) of the player character C1 is equal to or greater than the first angular velocity (No in step S23). If the reproduction unit 564 determines that the angular velocity of the hand (arm) of the player character C1 is equal to or greater than the first angular velocity (Yes in step S23), step S14 is executed.
[0081] In step S25, the reproduction unit 564 determines, from the action information, whether or not the angular velocity of the hand (arm) of the player character C1 holding the firearm C2 is equal to or less than the second angular velocity. If the angular velocity of the hand (arm) of the player character C1 is higher than the second angular velocity, the reproduction unit 564 waits in step S25 until it is determined that the angular velocity of the hand (arm) of the player character C1 is equal to or greater than the second angular velocity (No in step S25). If the reproduction unit 564 determines that the angular velocity of the hand (arm) of the player character C1 is equal to or less than the second angular velocity (Yes in step S25), step S14 is executed. The second angular velocity is a velocity lower than the first angular velocity.
[0082] If the speed of the hand (arm) of the player character C1 is equal to or lower than the second angular speed (Yes in step S25), the playback unit 564 plays back the sound data SD associated with the firearm C2 (step S16).
[0083] To summarize the above, the present embodiment is a program that causes a game device 5 (a single computer or a computer system having multiple computers working together) to function as a game progression unit 561 (virtual space control unit), a display unit 563, and a playback unit 564, in which the game device 5 is connected to a display 61, a speaker 62, and a sensor S, the sensor S outputs an operation signal indicating the speed (parameter) of the user's hand (a specified part of the body), the game progression unit 561 operates a firearm C2 (object) placed in the virtual space based on the operation signal, the display unit 563 displays an image of the virtual space on the display 61, and the playback unit 564 plays audio on the speaker 62, and the playback unit 564 plays audio data SD associated with the firearm C2 when the speed becomes equal to or greater than a first speed (first specified value) and then becomes equal to or less than a second speed (second specified value) that is lower than the first speed.
[0084] Effects of this embodiment As described above, in this embodiment, the sound of the firearm C2 that moves in conjunction with the hand of the user P is played when the speed of the firearm C2 becomes equal to or greater than the first speed and then equal to or less than the second speed. In other words, the sound associated with the firearm C2 that moves in conjunction with the user P is played when the speed of the firearm C2 attenuates (stops). This makes it possible to play back the sound of an object (such as the firearm C2) that moves due to the movement of the player character C1 without creating an awkward feeling. This can improve the user experience.
[0085] Moreover, the sensor S is a controller 63 worn or held by the user P. When the position of the firearm C2 in the virtual space is determined according to the position of the controller 63 (when linked to an operation signal), the playback unit 564 plays back sound data SD related to the firearm C2. As a result, when the player character C1 holds the firearm C2, sound related to the firearm C2 can be played back, thereby improving the user experience.
[0086] [Other embodiments] The game may be a first-person perspective game or a third-person perspective game. If it is a first-person perspective game, the display unit 563 does not need to display the player character C1 on the display 61.
[0087] Services provided in the virtual space are not limited to games. Various services can be provided in the virtual space, such as a place for commercial transactions and a place for communication. In other words, this program can be used to provide services in the so-called metaverse.
[0088] The part of the body from which the movement of the user P is detected is not limited to the "hand" and may be the "leg" or the "head", etc. In this case, the sensor S may be attached to the part of the body from which the movement of the user P is detected.
[0089] There is no limitation on the type of sensor that detects the movement of the user P. Furthermore, the position and orientation may be detected using means other than a sensor (for example, a camera).
[0090] In the above embodiment, the sensor S is used to detect the velocity and angular velocity of the hand (arm) of the user P, but this is not limited thereto. For example, the sensor S may detect parameters correlated with the velocity, such as the acceleration and position of the hand (arm) of the user P, and parameters correlated with the angular velocity, such as the angular acceleration and angle of the hand (arm) of the user P. It is sufficient for the sensor S to detect parameters correlated with at least one of the velocity and acceleration of the hand (arm) of the user P.
[0091] In the above embodiment, the firearm C2 equipped (held) by the player character C1 is given as an example of the object, but the object is not limited to this. The object may be a weapon, a protective gear, a costume, an item, etc. equipped by the player character C1. In other words, the object may be any object that is linked to the action of the player character C1.
[0092] In the above embodiment, the playback unit 564 may change at least one of the first and second predetermined values depending on the type of the firearm C2 (object). For example, the playback unit 564 may increase the first speed and the first angular velocity (first predetermined value) when the object (firearm C2) is large, and decrease the second speed and the second angular velocity (second predetermined value) when the object (firearm C2) is small. The larger the firearm C2, the greater the action of the user P to hold the firearm C2, and the smaller the firearm C2, the smaller the action of the user P to hold the firearm C2. By setting the first and second predetermined values according to the actual action of the user P, it is possible to play back the sound of the object (firearm C2, etc.) that moves due to the action of the player character C1 without any awkwardness.
[0093] In the above embodiment, the firearm C2 may be a weapon that the player character C1 can hold with both hands. When the player character C1 holds the firearm C2 with only one hand, the reproduction unit 564 performs the first process and the second process based on the action signal (first action signal) of the controller 63 corresponding to the hand (arm) holding the firearm C2, and does not perform the first process and the second process based on the action signal (second action signal) of the controller 63 corresponding to the hand (arm) not holding the firearm C2. When the firearm C2 is held with both hands, the reproduction unit 564 may perform the first process and the second process based on the action signal (first action signal and / or second action signal) of one or both of the controllers 63. When the firearm C2 is held with both hands, the reproduction unit 564 may perform the first process and the second process based on the action signal (first action signal) of the controller 63 corresponding to the dominant hand of the player character C1. In this case, the user P may be able to set the handedness of the player character C1.
[0094] In the above embodiment, the playback unit 564 may change the sound to be played back depending on the type of the firearm C2. In this case, it is sufficient that the storage unit 55 associates the sound to be played back with the type of the firearm C2.
[0095] The program may be implemented so as to be executed by multiple computers working together (for example, a computer acting as a server and a computer acting as a client). For example, when the game device 5 operates as a client connected to a server, the processing performed by the control unit 56 may be performed by the server, or the processing may be shared between the server and the client.
[0096] The voice data may be prepared in advance or may be synthesized in real time.
[0097] Even when these other embodiments are adopted, the effects of the present aspect are exhibited. In addition, this embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]
[0098] 55 Storage section 56 Control Unit (Computer) 61 Display 63 Controller 562 Conversion unit 563 Display section 564 Playback Department S Sensor P User C1 Player character C2 Firearms (Objects)
Claims
1. A program that causes a computer system having one computer or multiple computers working together to function as a virtual space control unit, a display unit, and a playback unit, the computer system is connected to a display, a speaker, and a sensor; The sensor outputs a motion signal indicative of a parameter correlated with at least one of a velocity and an angular velocity of a predetermined part of a user's body; the virtual space control unit causes an object arranged in the virtual space to operate based on the operation signal; The display unit displays an image of the virtual space on the display, The playback unit plays back the sound through the speaker, the reproduction unit reproduces the sound associated with the object when the parameter becomes equal to or less than a second predetermined value lower than the first predetermined value after the parameter becomes equal to or more than a first predetermined value; program.
2. In the program of claim 1, the reproduction unit changes at least one of the first predetermined value and the second predetermined value depending on the type of the object. program.
3. In the program of claim 1, the reproduction unit increases the first predetermined value and the second predetermined value when the object is large, and decreases the first predetermined value and the second predetermined value when the object is small. program.
4. In the program of claim 1, the sensor is a controller worn or held by the user; the reproduction unit reproduces a sound of the object when a position of the object in the virtual space is determined according to a position of the controller; program.
5. In the program of claim 1, the sensors are a plurality of controllers worn or held by the user, the plurality of controllers includes a first controller and a second controller; The first controller outputs a first operation signal indicative of a first parameter correlated with at least one of a velocity and an angular velocity of a first part of the user's body; the second controller outputs a second movement signal indicative of a second parameter correlating with at least one of a velocity and an angular velocity of a second part of the user's body; the reproduction unit reproduces sound of the object in accordance with the first parameter when the position of the object in the virtual space is determined according to the position of the first controller and is not determined according to the position of the second controller, and when the first parameter becomes equal to or less than a second predetermined value lower than the first predetermined value after the first parameter becomes equal to or more than a first predetermined value; program.
6. A storage unit that stores the program according to any one of claims 1 to 5; A control unit that executes the program. Sound control device.
Citation Information
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