Game program, game system, game processing method, and game device

By transitioning from stereo to mono sound based on the character's position in the virtual space, the audio control processing technique addresses the issue of reduced volume and effectively conveys depth through background music in games.

JP2025070260AActive Publication Date: 2025-05-02NINTENDO CO LTD
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Patent Information

Application Number
JP2023180437
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-19
Publication Date
2025-05-02
Estimated Expiration
2043-10-19

AI Technical Summary

Technical Problem

Existing audio control processing techniques for games struggle to maintain an appropriate volume of background music when characters are far apart in a virtual space, leading to reduced volume and difficulty in hearing.

Method used

The proposed solution involves a game program that adjusts the audio output based on the character's position in the virtual space, transitioning from stereo to mono sound when the character moves to the back, using a combination of stereo and mono components to maintain an appropriate volume and express depth.

Benefits of technology

This approach effectively conveys a sense of depth through background music by adjusting the audio output based on the character's position, ensuring that the background music remains audible and expressive of the virtual space's depth.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a novel method of BGM output control capable of expressing a feeling of depth.SOLUTION: The method, within a virtual space, controls a predetermined character and outputs in stereo a first BGM sound based on a stereo sound source for BGM, in a first scene. The method in a second scene in which the predetermined character is positioned on a deep side within the virtual space, outputs in stereo a second BGM sound by a sound obtained by reducing stereo components from a sound of the stereo sound source and increasing monaural components, on the basis of the stereo sound source for BGM.SELECTED DRAWING: Figure 10
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Description

[Technical field]

[0001] The present disclosure relates to an audio control process for outputting background music based on a stereo sound source to a speaker. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there has been known a technique for correcting the volume of a sound reproduced in a game depending on the distance in the height direction between a predetermined character and a predetermined object in a virtual space (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-100777 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above technology, when a specific character and a specific object are far away from each other, a correction is made to reduce the volume of the sound reproduced in the game. As a result, the volume may become too low and the sound may become difficult to hear. [Means for solving the problem]

[0005] In view of the above, the following configuration example is given.

[0006] (Configuration 1) Configuration 1 is a game program that causes a computer of an information processing device to control a predetermined character in a virtual space, and in a first scene, causes a first BGM sound to be output in stereo based on a stereo sound source for BGM, and in a second scene in which the predetermined character is positioned at the back of the virtual space, causes a second BGM sound to be output in stereo based on the stereo sound source for BGM, the second BGM sound being obtained by reducing the stereo components from the sound of the stereo sound source and increasing the monaural components.

[0007] According to the above configuration example, when a specific character is in the background, the BGM is output in a monophonic sound rather than a stereo sound, thereby enabling the BGM to express a sense of depth.

[0008] (Configuration 2) In configuration 2, in configuration 1, the first scene may be a scene in which the predetermined character is within a first range on the front side of the virtual space, and the second scene may be a scene in which the predetermined character is within a second range on the back side of the virtual space. The computer may further move the predetermined character to the second range when a first condition is satisfied in the first scene.

[0009] According to the above configuration example, as the predetermined character is moved to the rear, the BGM changes to a more monophonic sound, so that the player can feel the sensation of having moved to the rear.

[0010] (Configuration 3) Configuration 3 in the above configuration 2 may comprise moving a predetermined character to the first range when a second condition is satisfied in the second scene.

[0011] According to the above configuration example, when a specified character that has moved to the second range (rear side) returns to the first range (front side), the monophonic background music is returned to its original state, so that the movement between the rear and front sides can be expressed by controlling the playback of the background music.

[0012] (Configuration 4) Configuration 4 may be such that in the above-mentioned configuration 1, the computer determines, in the second scene, the degree to which stereo components are reduced and monaural components are increased from the sound of the stereo sound source based on a depth value of a predetermined character.

[0013] According to the above configuration example, the further the predetermined character is located, the more monophonic the BGM can be made, which allows a sense of depth to be expressed by the BGM changing in accordance with the movement of the predetermined character.

[0014] (Configuration 5) Configuration 5 may be the same as configuration 1, in which the computer generates a second BGM sound in a second scene by synthesizing a first sound of a stereo sound source for BGM with a second sound in a first ratio, and synthesizing the second sound with the first sound in the first ratio, and outputting the generated sound in stereo.

[0015] (Configuration 6) Configuration 6 is the same as configuration 5, and may further include causing the computer to generate a second BGM sound in a second scene by reducing the volume of a sound obtained by adding a first sound of a stereo sound source for BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

[0016] According to the above configuration example, the volume of the second BGM can be adjusted to an appropriate volume and output.

[0017] (Configuration 7) In a seventh aspect of the present invention, in any one of the first to sixth aspects, the predetermined character may be a player character. The computer may then be caused to control the movement of the player character based on an operational input.

[0018] According to the above configuration example, it is possible for the player to auditorily grasp whether the player character is located at the back or the front. Effect of the Invention

[0019] According to the present disclosure, when a specific character is located in the background, a sense of depth can be expressed by the background music by changing the background music from stereo to mono. [Brief description of the drawings]

[0020] [Figure 1] FIG. 2 is a block diagram showing an example of the internal configuration of the game device 2. [Diagram 2] An example of a game screen according to the present embodiment [Diagram 3] A schematic diagram of a virtual space [Figure 4] An example of a game screen according to the present embodiment [Diagram 5] FIG. 1 is a diagram for explaining the principle of processing according to the present embodiment; [Figure 6] FIG. 1 is a diagram for explaining the principle of processing according to the present embodiment; [Figure 7] FIG. 1 is a diagram for explaining the principle of processing according to the present embodiment; [Figure 8] A memory map showing an example of various data stored in the storage unit 84. [Figure 9] A flowchart showing details of the game processing according to the present embodiment. [Figure 10] Flowchart showing details of the stereo-mono adjustment process DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0021] An embodiment will be described below.

[0022] [Hardware configuration of information processing device] First, an information processing device for executing information processing according to the present embodiment will be described. The information processing device is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, etc. Furthermore, the information processing according to the present embodiment can also be applied to an information processing system configured from the above-mentioned game device, etc., and a predetermined server. In the present embodiment, a stationary game device (hereinafter simply referred to as a game device) will be described as an example of an information processing device. Furthermore, game processing will be described as an example of information processing.

[0023] FIG. 1 is a block diagram showing an example of the internal configuration of the game device 2 according to this embodiment. The game device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes executed in the game device 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (e.g., a game program) stored in a storage unit 84. The storage unit 84 may be an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium or the like that is inserted into a slot not shown.

[0024] The game device 2 also includes a controller communication unit 86 for allowing the game device 2 to perform wired or wireless communication with the controller 4. Although not shown in the drawings, the controller 4 is provided with various buttons such as a cross key and ABXY buttons, an analog stick, etc.

[0025] Furthermore, the game device 2 is connected to a display unit 5 (e.g., a liquid crystal monitor or the like) and a stereo speaker 6 via an image / audio output unit 87. The processor 81 outputs, for example, an image generated by executing the above-mentioned information processing to the display unit 5 via the image / audio output unit 87. Furthermore, the processor 81 outputs the generated audio signal to the stereo speaker 6 via the image / audio output unit 87.

[0026] [Outline of game processing in this embodiment] Next, an outline of the operation of the game processing executed by the game device 2 according to this embodiment will be described. First, the game assumed in this embodiment is a game in which a player character object (hereinafter referred to as a player character) is operated in a virtual three-dimensional game space (hereinafter referred to as a virtual game space). FIG. 2 shows an example of a game screen relating to this game. FIG. 2 shows a virtual space including a first area and a second area. FIG. 2 also shows a player character 101 in the first area. Furthermore, a gate object 102a is shown in the first area, and a gate object 102b (hereinafter sometimes collectively referred to as a gate) is shown in the second area. Although not shown in the drawing, in this game, background music based on a stereo sound source is also played.

[0027] Here, in this game, the first area and the second area are not contiguous, but are topographically separated. FIG. 3 shows a schematic diagram of the virtual space of this game. As shown in FIG. 3, the first area and the second area are not contiguous. In this game, a gate 102 is used to enable movement between the first area and the second area. Specifically, when the player character 101 contacts the gate 102a arranged in the first area, the player character 101 can be moved to the side of the gate 102b arranged in the second area, as shown in FIG. 4. Conversely, when the player character 101 is in the second area, when the player character 101 contacts the gate 102b, the player character 101 can be moved to the side of the gate 102a. In other words, in this game, by having the player character 101 pass through the gate 102, the player character 101 is warped to the position of the gate 102 in the other area.

[0028] In the following description, a situation in which the player character 101 is in the first area is referred to as a "first scene." Also, a situation in which the player character 101 is in the second area is referred to as a "second scene."

[0029] In this game, background music based on a stereo sound source is played during the game as described above. In this embodiment, the way in which the background music is played is devised so that the player can feel the depth of the virtual space just by playing the background music.

[0030] The outline of the process and the principle of the process in this embodiment will be described below. In this embodiment, a sense of depth is expressed by performing different control between the playback control of the BGM in the first scene and the playback control of the BGM in the second scene. As the different control, in this embodiment, when it is desired to express the "front side" of the virtual space, control is performed to play the BGM in stereo sound, and when it is desired to express the "back side" of the virtual space, control is performed to play the BGM with sound closer to monaural. Specifically, in the first scene, the BGM based on the stereo sound source is played as is. "Playback as is" means that, as shown in FIG. 5, sound based on the left channel sound data included in the stereo sound source (hereinafter referred to as L sound) is output from the left speaker (L speaker) at 100% volume, and sound based on the right channel sound data (hereinafter referred to as R sound) is output from the right speaker (R speaker) at 100% volume. Hereinafter, the BGM in the first scene will be referred to as "first BGM sound". Moreover, the sound of the BGM output in a second scene as described later is called the “second BGM sound.” In the game processing, the above BGM may be subjected to audio effects such as reverb and echo and output as the first BGM sound and the second BGM sound.

[0031] On the other hand, in the second scene, a sound obtained by reducing the stereo components from the sound of the stereo sound source and increasing the monaural components is stereo-outputted as the second BGM sound. Specifically, in this embodiment, this is realized by mixing the sound for each of the left and right channels output from the left and right speakers with the sound for the other channel and outputting it. As an example, as shown in FIG. 6, the L speaker outputs a sound obtained by synthesizing an L sound with a volume of 100% and an R sound with a volume of 20%. Also, the R speaker outputs a sound obtained by synthesizing an R sound with a volume of 100% and an L sound with a volume of 20%. This is based on the viewpoint that the stereo effect is felt more clearly when a stereo sound is heard from a nearby stereo sound source, whereas the stereo effect is heard weaker when a stereo sound is heard from a distant stereo sound source. In other words, when a sound is heard from a distant stereo sound source, the difference between the sounds entering the left and right ears becomes smaller, and the stereo effect is weakened, resulting in a sound that is heard closer to the case of listening to a monaural sound. Therefore, assuming that the positional relationship between the left and right speakers and the player does not change, in the case of the sound output control as shown in FIG. 5, the sound heard from the left and right speakers is clearly different, so that the player can feel a sense of stereo. On the other hand, for example, as shown in FIG. 7, it is assumed that the sound of the other channel is added to the left and right speakers at a volume of 100 and output. In this case, the sound heard from the left and right ends up being the same sound. In other words, since there is no difference between the sounds heard from the left and right, it is possible to hear the same sound as when listening to monaural sound (note that the output control itself is stereo output control). In other words, by adding the sound of the other channel to the sound of each of the left and right channels, it is possible to obtain a sound with reduced stereo components and increased monaural components. Based on this viewpoint, in this embodiment, in the first scene in which the player character 101 is closer to the player (virtual camera side), the BGM is reproduced as it is from a stereo sound source. On the other hand, in a second scene in which the player character 101 is in the background, the sound of the left and right channels is added to the output of the other channel, thereby changing the BGM to sound closer to monaural and reproducing it.This gives the player the impression that the BGM is coming from farther away in the second scene, providing a sense that the player character 101 has moved to the back. In other words, the sense of depth of the virtual space can be expressed by changing the way the BGM is heard.

[0032] In the following description, the degree to which the stereo components are reduced and the monaural components are increased is called the "monaural ratio". In this embodiment, the mono ratio is indicated by a value within a range of 0.0 to 1.0. When the mono ratio is 0.0, as shown in FIG. 5, the audio of each channel is not added to the audio of the other channel (normal stereo audio state). When the mono ratio is 1.0, as shown in FIG. 7, the audio of each channel is added to the audio of the other channel at a ratio of 100% and output (effectively monaural audio state). When the mono ratio is 0.2, for example, as shown in FIG. 6, the audio of the other channel is added at 20% to the output audio of the left and right channels.

[0033] In this embodiment, the upper limit of the monaural ratio in the second scene is set to 0.2. Of course, this is just an example, and in other embodiments, the upper limit of the monaural ratio in the second scene may be set to 1.0. In this embodiment, the monaural ratio is not instantaneously reflected at the same time as moving from the first area to the second area at the gate 102, but is controlled so that the monaural ratio gradually increases to the upper limit over a short period of time. This is also the case when moving from the second area to the first area and lowering the monaural ratio. In other embodiments, the monaural ratio may be instantaneously reflected.

[0034] Here, as described above, simply adding the sound of the other channel to the output sound of the left and right speakers and outputting it may result in a large overall volume. Therefore, in this embodiment, the volume of the sound that is finally output is also adjusted (details will be described later).

[0035] [Details of the game processing in this embodiment] Next, the game processing in this embodiment will be described in more detail with reference to FIGS.

[0036] [About data usage] First, various data used in this game processing will be described. Fig. 8 is a memory map showing an example of various data stored in the storage unit 84 of the game device 2. The storage unit 84 includes a program storage area 301 and a data storage area 303. The program storage area 301 stores a game processing program 302. The data storage area 303 stores BGM data 304, object data 305, operation data 306, stage data 307, monaural rate data 308, changing flag 309, current area flag 310, etc.

[0037] The game processing program 302 is a program for executing the game processing according to this embodiment, and also includes program code for executing the above-mentioned BGM output control.

[0038] The BGM data 304 is data of the BGM of the stereo sound source, and therefore includes left ch data 304L which is audio data for the left channel, and right ch data 304R which is audio data for the right channel.

[0039] The object data 305 is data related to various objects that appear in the game. The object data 305 includes data on the player character 101 and the gate 102.

[0040] The operation data 306 is data indicating the content of an operation performed on the controller 4. In this embodiment, the operation data 306 includes data indicating the pressed state of a button such as a cross key, and the input state of an analog stick provided on the controller 4. The content of the operation data 306 is updated at a predetermined cycle based on a signal from the controller 4.

[0041] The stage data 307 is data that defines the configuration of the virtual space in which the game is set, and includes information on the topography and layout of the first and second areas, and information on the layout positions of various objects such as the gate 102.

[0042] The monaural ratio data 308 is data indicating the currently set monaural ratio. In this example, the monaural ratio data 308 is a value within a range of 0.0 to 1.0, and 0.0 is set as the initial value.

[0043] The changing flag 309 is a flag for indicating whether or not it is immediately after the player character 101 has moved to the other area using the gate 102. In this embodiment, as described above, when the player character 101 moves to the other area using the gate 102, the mono ratio is gradually changed to change the stereo feeling of the BGM. The changing flag 309 can also be said to be a flag for indicating whether or not it is a period in which the mono ratio is being changed from when the player character 101 moved to the other area until it reaches the upper limit value (0.2 in this example) or the lower limit value (0.0).

[0044] The current area flag 310 is a flag for indicating whether the player character 101 is in the first area or the second area. That is, it is a flag for determining whether the current situation is the above-mentioned first scene or the second scene. In this embodiment, when the current area flag 310 is off, it indicates the first scene, and when it is on, it indicates the second scene.

[0045] Additionally, the storage unit 84 stores various types of data used in the game processing as necessary.

[0046] [Details of the processing performed by Processor 81] Next, the game processing according to this embodiment will be described in detail. Note that the processing relating to the control of the BGM as described above will be mainly described here, and detailed descriptions of other aspects of the game processing will be omitted.

[0047] FIG. 9 is a flowchart showing details of the game processing according to this embodiment. In this embodiment, the flowchart is realized by one or more processors reading and executing the above program stored in one or more memories. The processing loop of steps S1 to S10 shown in FIG. 9 is executed repeatedly for each frame. Moreover, this flowchart is merely an example of the processing process. Therefore, the processing order of each step may be changed as long as the same result is obtained. Moreover, the values ​​of the variables and the threshold values ​​used in the determination steps are merely examples, and other values ​​may be adopted as necessary.

[0048] When the game processing according to this embodiment is started, first, in step S1, processor 81 acquires operation data 306. Next, in step S2, processor 81 controls the movement of player character 101 based on the operation content. As a result, the position of player character 101 may change.

[0049] Next, in step S3, processor 81 determines whether or not player character 101 has come into contact with any of gates 102. If the determination result is that the player character 101 has come into contact (YES in step S3), in step S4 processor 81 moves player character 101 to a position on the side of another gate 102 associated with the gate with which the player character 101 has come into contact. At this time, for example, an animation of player character 101 passing through gate 102 is displayed, and a performance in which player character 101 moves is also performed.

[0050] Next, in step S5, the processor 81 sets the changing flag 309 to ON.

[0051] Next, in step S7, the processor 81 executes a stereo-mono adjustment process. FIG. 10 is a flowchart showing the details of the process. First, in step S21, the processor 81 generates audio with the monaural and stereo components adjusted for each of the left and right channels based on the BGM data 304 and the monaural rate data 308. That is, the processor 81 synthesizes the audio with 100% volume for each of the left and right channels and the audio with the volume of the other channel adjusted based on the monaural rate data 308. For example, when the monaural rate data 308 is 0.0, the audio for the other channel is 0%, and as a result, only the audio with the volume of 100% for each of the left and right channels is generated. That is, the monaural component is not increased, and the audio adjusted to have only the stereo component (see FIG. 5 above) is generated. Also, when the monaural rate data 308 is, for example, 0.1, the audio is generated by synthesizing the audio with 100% volume output from each channel and the audio data of the other channel with the volume of 10%. Also, if the mono ratio data 308 is, for example, 0.2, then as shown in FIG. 6 above, a sound is generated that is a combination of 100% volume audio output from each channel and 20% volume audio from the other channel.

[0052] Next, in step S22, the processor 81 determines whether or not the player character 101 is in the first area (first scene) based on the current area flag 310. If the result of the determination indicates that the player character 101 is not in the first area (NO in step S22), the current scene is the second scene, and the player character 101 is considered to be in a state immediately after moving from the first area to the second area. In this case, a process is performed to gradually change the BGM to a monophonic state. First, in step S23, the processor 81 determines whether or not the current monophonic rate indicated by the monophonic rate data 308 has exceeded an upper limit value (0.2 in this example). If the result of the determination indicates that the current monophonic rate has exceeded an upper limit value (YES in step S23), the processor 81 sets the changing flag 309 to OFF in step S27. On the other hand, if the upper limit value has not yet been exceeded (NO in step S23), the processor 81 adds a predetermined value (for example, 0.01) to the monophonic rate data 308 in step S24. After that, the processor 81 ends the mono-stereo adjustment process.

[0053] On the other hand, if the result of the determination in step S22 shows that the player character 101 is in the first area (YES in step S22), it is considered that the player character 101 has just moved from the second area to the first area. In this case, a process is performed to gradually restore the BGM adjusted toward mono to its original state. First, in step S25, the processor 81 determines whether or not the current mono ratio indicated by the mono ratio data 308 has reached a lower limit value (0.0 in this example). If the result of the determination shows that the current mono ratio has reached a lower limit value (YES in step S25), the processor 81 sets the changing flag 309 to OFF in step S27. On the other hand, if the lower limit value has not yet been reached (NO in step S25), the processor 81 subtracts a predetermined value (for example, 0.01) from the mono ratio data 308 in step S26. After that, the processor 81 ends the mono-stereo adjustment process.

[0054] Returning to Fig. 9, next, in step S8, the processor 81 adjusts the overall volume. When the sound of the other channel is added in the above adjustment process, the overall sound becomes louder, so in this process, a process of lowering the overall volume is performed. Specifically, the processor 81 calculates the attenuation rate of the volume using the following formula. Attenuation ratio = cos(mono ratio × 60°) Equation 1 Then, the processor 81 determines the final output volume by multiplying the volume of the sound of each channel synthesized in the adjustment process by the calculated attenuation rate. For example, when the monaural ratio data 308 is 0.2, the attenuation rate is calculated as 0.98. Then, the attenuation rate is multiplied by the volume of the sound synthesized by 100% of the original channel volume + 20% of the other channel volume as shown in FIG. 6 to reduce the increased volume. Note that since cos60° is 1 / 2, the above formula calculates an attenuation rate that reduces the volume added in the adjustment process to half the volume at the maximum (when the monaural ratio is 1.0). In other words, it can be said that the volume magnification is determined between 1.0 and 0.5 depending on the monaural ratio. In this regard, in another embodiment, instead of using the above formula, a formula that linearly converts the monaural ratio (0.0 to 1.0) and the volume magnification (1.0 to 0.5) may be used.

[0055] Next, in step S9, the processor 81 outputs the first BGM sound or the second BGM sound synthesized by the above adjustment process at the above determined final output volume.

[0056] Next, in step S10, processor 81 determines whether or not a condition for ending the game processing has been satisfied. For example, whether or not the player has performed an operation to instruct the game to end. If the condition has not been satisfied (NO in step S10), processor 81 returns to step S1 and repeats the processing. On the other hand, if the condition has been satisfied (YES in step S10), processor 81 ends the game processing.

[0057] On the other hand, if the result of the determination in step S3 above is that the gate is not being touched (NO in step S3), in step S6, processor 81 determines whether or not changing flag 309 is on. If it is on (YES in step S6), the process proceeds to step S7 above, where the stereo and monaural components of the BGM are adjusted while gradually changing the monaural ratio. On the other hand, if it is off, the process in step S7 above is skipped, and the process proceeds to step S8 above. In this case, the process of determining the overall volume is performed based on monaural ratio data 308 at that time point.

[0058] This concludes the detailed description of the game processing according to this embodiment.

[0059] In this manner, in this embodiment, when the player character 101 is in the second area (the area at the back), control is performed such that the stereo BGM is adjusted to be more mono and played back. Therefore, when the player character is at the back, BGM with a weaker stereo effect can be output. As a result, the way the BGM sounds (stereo effect) can be made different when the player character is in the first area and when the player character is in the second area. As a result, the sense of depth of the virtual space can be expressed through the playback of the BGM.

[0060] In this embodiment, even if the player character 101 is in the back, that is, far away from the virtual camera, the playback volume of the BGM is not lowered according to the distance. Therefore, when the player character 101 is far away, the volume is not low and the BGM is difficult to hear.

[0061] [Variations] In the above embodiment, the stereo effect of the BGM is adjusted by using the fact that the player character 101 touches the gate 102 and moves to the other area as a trigger. In other embodiments, the use of such a trigger is not limited, and the mono ratio may be determined based on the position (depth value) of the player character 101 on the depth axis in the virtual space. For example, the mono ratio may be determined to be higher as the position of the player character 101 moves further back from the virtual camera, and lower as the position of the player character 101 moves closer to the virtual camera (closer). In this case, the area in which the mono ratio is determined to be 0% (stereo ratio is 100%) may be defined as an area equivalent to the first area. In this case, the present invention may be applied not only to a game using two areas that are topographically separated as described above, but also to a game in which the player character can move on the depth axis on an unseparated terrain.

[0062] In the above embodiment, the stereo effect of the BGM is adjusted with attention paid to the position of the player character 101. In this regard, in other embodiments, the stereo effect of the BGM may be adjusted with attention paid to a change in the position of a character other than the player character 101. For example, the above-mentioned adjustment process of the stereo effect of the BGM may be performed with attention paid to a change in the position of a "boss character." As an example, in a play of a predetermined stage, the adjustment process of the stereo effect of the BGM is performed with attention paid to the position of the player character 101 until the boss character is encountered. After the boss character is encountered (in a so-called boss battle), the BGM is also switched to BGM for the boss battle, and the adjustment process of the stereo effect of the boss battle BGM may be performed according to the change in the position of the boss character on the depth axis.

[0063] In addition to the above-mentioned characters, the stereo adjustment process may be performed on a sound source object that continuously outputs a predetermined sound. When such a sound source object can move on the depth axis, the sense of depth of the virtual space can be expressed in accordance with the movement of the sound source object.

[0064] In the above embodiment, the series of processes related to the game processing is executed by a single game device 2. In another embodiment, the series of processes may be executed in an information processing system consisting of a plurality of information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a part of the above processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a main part of the above series of processes may be executed by the server device, and a part of the processes may be executed by the terminal device. In the above information processing system, the server system may be composed of a plurality of information processing devices, and the processes to be executed on the server side may be shared and executed by the plurality of information processing devices. Also, a so-called cloud gaming configuration may be used. For example, the game device 2 may be configured to send operation data indicating the operation of the player to a predetermined server, and various game processes may be executed in the server, and the execution results may be streamed to the game device 2 as video and audio. [Explanation of symbols]

[0065] 2. Gaming Devices 4. Controller 5 Display section 6 stereo speakers 81 Processor 84 Memory section 87 Video and audio output section

Claims

1. The computer of the information processing device In the virtual space, a specific character is controlled. In a first scene, a first BGM sound based on a stereo sound source for BGM is output in stereo; A game program for stereo-outputting a second BGM sound in a second scene in which the specified character is positioned at the back of the virtual space, based on a stereo sound source for the BGM, the second BGM sound being obtained by reducing the stereo components and increasing the monaural components from the sound of the stereo sound source.

2. the first scene is a scene in which the predetermined character is within a first range on a front side in the virtual space, the second scene is a scene in which the predetermined character is within a second range on the far side of the virtual space, The computer further comprises:

2. The game program according to claim 1, wherein the predetermined character is moved to the second range when a first condition is satisfied in the first scene.

3. The computer further comprises:

3. The game program according to claim 2, wherein, in the second scene, when a second condition is satisfied, the predetermined character is moved into the first range.

4. The computer includes:

2. The game program according to claim 1, further comprising a step of determining, in the second scene, a degree of reducing stereo components and increasing monaural components from the sound of the stereo sound source based on a depth value of the predetermined character.

5. The computer includes: In the second aspect, 2. A game program as described in claim 1, which generates the sound of the second BGM by synthesizing a first sound of the stereo sound source for the BGM with a second sound at a first ratio, and synthesizing the second sound of the stereo sound source for the BGM with the first sound at a first ratio, and outputs the generated sound in stereo.

6. The computer further comprises: In the second aspect, 6. A game program as described in claim 5, which generates the sound of the second BGM by reducing the volume of a sound obtained by adding a first sound of the stereo sound source for the BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

7. The predetermined character is a player character, The game program according to claim 1 , further comprising: a step of causing the computer to control movement of the player character based on an operational input.

8. A game system including a computer, The computer includes: Control a specific character in a virtual space; In a first scene, a first BGM sound based on a stereo sound source for BGM is output in stereo; In a second scene in which the specified character is positioned at the back within the virtual space, a second BGM sound is output in stereo based on the stereo sound source for the BGM, the second BGM sound being obtained by reducing the stereo components and increasing the monaural components from the sound of the stereo sound source.

9. the first scene is a scene in which the predetermined character is within a first range on a front side in the virtual space, the second scene is a scene in which the predetermined character is within a second range on the far side of the virtual space, The computer further comprises:

9. The game system according to claim 8, wherein, when a first condition is satisfied in the first scene, the predetermined character is moved to the second range.

10. The computer further comprises:

10. The game system according to claim 9, wherein, in the second scene, when a second condition is satisfied, the predetermined character is moved into the first range.

11. The computer includes:

9. The game system according to claim 8, wherein in said second scene, the degree to which the stereo components are reduced and the monaural components are increased from the sound of said stereo sound source is determined based on a depth value of said predetermined character.

12. The computer includes: In the second aspect, 9. The game system according to claim 8, wherein the sound of the second BGM is generated by synthesizing a first sound of the stereo sound source for the BGM with a second sound at a first ratio, and by synthesizing the second sound of the stereo sound source for the BGM with the first sound at a first ratio, and outputting the generated sound in stereo.

13. The computer further comprises: In the second aspect, 13. The game system according to claim 12, wherein the sound of the second BGM is generated by reducing the volume of a sound obtained by adding a first sound of the stereo sound source for the BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

14. The predetermined character is a player character, The game system according to claim 8 , wherein the computer controls the movement of the player character based on an operational input.

15. The computer of the information processing device In the virtual space, a specific character is controlled. In a first scene, a first BGM sound based on a stereo sound source for BGM is output in stereo; A game processing method in which, in a second scene in which the specified character is located at the back within the virtual space, a second BGM sound is output in stereo based on the stereo sound source for the BGM, the second BGM sound being obtained by reducing the stereo components and increasing the monaural components from the sound of the stereo sound source.

16. the first scene is a scene in which the predetermined character is within a first range on a front side in the virtual space, the second scene is a scene in which the predetermined character is within a second range on the far side of the virtual space, The computer further comprises:

16. The game processing method according to claim 15, further comprising the step of: moving the predetermined character into the second range when a first condition is satisfied in the first scene.

17. The computer further comprises:

17. The game processing method according to claim 16, further comprising the step of: moving the predetermined character into the first range when a second condition is satisfied in the second scene.

18. The computer includes:

16. The game processing method according to claim 15, further comprising determining, in the second scene, a degree to which the stereo components are reduced and the monaural components are increased from the sound of the stereo sound source based on a depth value of the predetermined character.

19. The computer includes: In the second aspect, 16. A game processing method as described in claim 15, wherein the sound of the second BGM is generated by synthesizing a first sound of the stereo sound source for the BGM with a second sound at a first ratio, and by synthesizing the second sound of the stereo sound source for the BGM with the first sound at a first ratio, and outputting the generated sound in stereo.

20. The computer further comprises: In the second aspect, 20. A game processing method as described in claim 19, wherein the sound of the second BGM is generated by reducing the volume of a sound obtained by adding a first sound of the stereo sound source for the BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

21. The predetermined character is a player character, 21. The game processing method according to claim 15, further comprising causing the computer to control movement of the player character based on an operational input.

22. A gaming device including a computer, The computer includes: Control a specific character in a virtual space; In a first scene, a first BGM sound based on a stereo sound source for BGM is output in stereo; In a second scene in which the specified character is positioned at the back within the virtual space, a second BGM sound is output in stereo based on the stereo sound source for the BGM, the second BGM sound being obtained by reducing the stereo components and increasing the monaural components from the sound of the stereo sound source.

23. the first scene is a scene in which the predetermined character is within a first range on a front side in the virtual space, the second scene is a scene in which the predetermined character is within a second range on the far side of the virtual space, The computer further comprises:

23. The game device according to claim 22, wherein, when a first condition is satisfied in the first scene, the predetermined character is moved to the second range.

24. The computer further comprises:

24. The game device according to claim 23, wherein, in the second scene, if a second condition is satisfied, the predetermined character is moved into the first range.

25. The computer includes:

23. The game device according to claim 22, wherein in said second scene, a degree to which the stereo components are reduced and the monaural components are increased from the sound of said stereo sound source is determined based on a depth value of said predetermined character.

26. The computer includes: In the second aspect, 23. A game device as described in claim 22, wherein the sound of the second BGM is generated by synthesizing a first sound of the stereo sound source for the BGM with a second sound at a first ratio, and by synthesizing the second sound of the stereo sound source for the BGM with the first sound at a first ratio, and outputting the generated sound in stereo.

27. The computer further comprises: In the second aspect, 27. The game device according to claim 26, wherein the sound of the second BGM is generated by reducing the volume of a sound obtained by adding a first sound of the stereo sound source for BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

28. The predetermined character is a player character, 28. The game device according to claim 22, wherein the computer controls the movement of the player character based on an operational input.

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