Program and acoustic control device

The program enhances user experience in virtual space services by allowing for contextually appropriate voice reproductions in virtual environments, using a computer system to control and display virtual objects and their associated sound effects.

JP2025091472AActive Publication Date: 2025-06-19CAPCOM CO LTD
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Patent Information

Application Number
JP2023206642
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-07
Publication Date
2025-06-19
Estimated Expiration
2043-12-07

AI Technical Summary

Technical Problem

Existing virtual space services, such as games, struggle to provide voice reproductions that are contextually appropriate and immersive, impacting user experience.

Method used

A program that enables a computer system to function as a virtual space control unit, display unit, and playback unit, allowing for the operation of objects in a virtual space based on user input, and reproducing sound effects associated with these objects, including sounds that vary by distance and speed.

Benefits of technology

Improves user experience by providing contextually appropriate and immersive voice reproductions in virtual space services, enhancing the realism and engagement of virtual environments.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve user experience in a service provided in a virtual space.SOLUTION: A virtual space control part causes an object arranged in a virtual space to be moved on the basis of a movement signal indicating a movement of a predetermined part in a user's body. A display part 562 causes a display 61 to display a video of the virtual space. When a first operation is performed, a reproduction part 563 reproduces a sound associated with the object according to a distance from a present position of the object to a reference position. The first operation is the operation for releasing the control to cause the object to be moved on the basis of the movement signal and moving the object from the present position to the reference position automatically.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present disclosure relates to a program and an acoustic control device.

Background Art

[0002] Some game programs reproduce sound effects in a virtual space (see, for example, Patent Document 1). In the example of Patent Document 1, gunshots and the like are reproduced during a shooting game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] When various services (such as games) are provided in a virtual space, from the perspective of user experience, it is required that voices suitable for the scene be reproduced.

[0005] An object of the present disclosure is to improve the user experience in services provided in a virtual space.

Means for Solving the Problems

[0006] A first aspect is a program that causes a computer system having one computer or a plurality of cooperating computers to function as a virtual space control unit, a display unit, and a reproduction unit, the computer system is connected to a display and a speaker, the virtual space control unit operates an object arranged in the virtual space based on an operation signal indicating an operation of a predetermined part of the user's body, The display unit causes the display to display an image of the virtual space. The playback unit causes the speaker to play back sound. When a first operation is performed, the playback unit plays back the sound associated with the object according to the distance from the current position of the object to the reference position. The first operation is a program for canceling the control for operating the object based on the operation signal and automatically moving the object from the current position to the reference position.

[0007] A second aspect is a program that causes a computer system having one computer or a plurality of cooperating computers to function as a virtual space control unit, a display unit, and a playback unit. The computer system has a display and a speaker connected thereto. The virtual space control unit operates an object arranged in the virtual space based on an operation signal indicating the operation of a predetermined part of the user's body. The display unit causes the display to display an image of the virtual space. The playback unit causes the speaker to play back sound. During the control in which the playback unit operates the object based on the operation signal, when the object is moved from the current position to the reference position, the playback unit plays back the sound associated with the object according to a parameter related to the speed of the object a predetermined period before.

[0008] In the second aspect, The predetermined period may vary according to the type of the object.

[0009] A third aspect is an acoustic control device including a storage unit that stores the program according to the first aspect or the second aspect, and a control unit that executes the program.

Advantages of the Invention

[0010] According to the present disclosure, the user experience can be improved.

Brief Description of the Drawings

[0011]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Modes for Carrying Out the Invention

[0012] [Embodiment] Hereinafter, an example will be described in which a program is implemented as a game program and an acoustic control device is realized as a game device. The game device is an example of a computer system having one computer or a plurality of cooperating computers.

[0013] The game according to this game program is carried out in a virtual space (three-dimensional). This game program is implemented using Virtual Reality (abbreviation: VR) technology. VR technology is a technology that creates a virtual space similar to reality on a computer and allows a user to experience the feeling of being in that virtual space.

[0014] There is no limitation on the type of game or the like. In the present embodiment, as an example of the game, a combat-type action game in which a player character attacks and defeats enemy characters will be described.

[0015] In this game program, a character such as a player character may hold a virtual medium within the game screen. Here, "holding" means, for example, that the character and the virtual medium are displayed integrally on the screen. Depending on the game, "holding" may be expressed as "equipping".

[0016] Examples of virtual media held by a character include weapons. Hereinafter, it is assumed that the player character holds a firearm (for example, a handgun) as a virtual medium. The player character can attack enemy characters with that firearm.

[0017] In this game, various sounds are reproduced as the voices emitted by virtual sound sources in the virtual space. The virtual medium held by a character can become a virtual sound source in the virtual space. That is, in this game, voices are reproduced as the sounds emitted by the virtual medium. For example, a firearm (virtual medium) may emit a firing sound (accurately, a voice simulating the firing sound is reproduced).

[0018] 《Configuration of the Game Device》 〈Hardware Configuration〉 Figure 1 is a block diagram showing the configuration of a game device 5 (an example of an acoustic control device). The game device 5 executes a predetermined game based on the operation of the user. A display 61, a speaker 62, and a controller 63 are connected to the game device 5.

[0019] As the game device 5, a commercially available device such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark), etc. can be used.

[0020] In the game device 5, the game progresses based on the installed game program and game data. The game devices 5 can perform data communication with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0021] The game device 5 includes a network interface 51, a graphic 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 graphic 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.

[0022] The network interface 51 is communicably connected to the communication network, for example, to transmit and receive various data to and from other game devices 5 and external server devices (not shown).

[0023] The graphic processing unit 52 draws a game image including a player character and various objects in a virtual space in a video format according to the game image information output from the control unit 56.

[0024] As described above, this game program uses VR technology. The graphic processing unit 52 generates an image of a virtual space based on VR technology. Hereinafter, an image displaying a virtual space based on VR technology is named a "VR image".

[0025] The graphic processing unit 52 is connected to a display 61. The VR image is displayed on the display 61.

[0026] The display 61 is constituted 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 the present embodiment is a display device of a head-mounted display (hereinafter referred to as VR goggles 70).

[0027] FIG. 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 portion 71 and a headband 72.

[0028] The headband 72 is for mounting the VR goggles 70 on the head of the user P (the game player). FIG. 3 is a schematic diagram of the state where 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 eyes of the user P.

[0029] The arrow shown in FIG. 2 (hereinafter referred to as the vector Vd) indicates the direction that becomes the front of the user P when the VR goggles 70 are worn. In this game program, the vector Vd is the normal line of the display surface of the display 61.

[0030] The main body 71 has a display 61 fixed inside. In the VR goggles 70, with the VR goggles 70 mounted on the head of the user P, the display surface of the display 61 faces both eyes of the user P.

[0031] The VR goggles 70 are provided with an acceleration sensor and a gyro sensor (not shown). Depending on the VR goggles 70, it may also be provided with a geomagnetic sensor (not shown). Depending on the VR goggles 70, it may also be provided with a camera.

[0032] 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.

[0033] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 reproduces digital game audio according to the instructions of the control unit 56. Specifically, the audio processing unit 53 converts the audio data output by the control unit 56 into an analog signal and outputs it to the speaker 62.

[0034] The audio processing unit 53 is configured to output multi-channel audio in order to play 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 back, above, etc. of the listener (e.g., the player of the game) so as to be able to play three-dimensional sound.

[0035] 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 speaker (SL speaker), and a right surround speaker (SR speaker).

[0036] The operation unit 54 is connected to the controller 63. The operation unit 54 transmits and receives signals to and from the controller 63. The player of the game inputs signals (such as commands and data) to the game device 5 by operating various operators such as the buttons of the controller 63.

[0037] In the present 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 their 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.

[0038] The controller 63 includes a plurality of operators (e.g., buttons). The user P can input an operation signal to the operation unit 54 by operating various operators such as the buttons of the controller 63. By inputting the operation signal to the game device 5, the user P can give various instructions in the game. The operation unit 54 sends the operation signal to the control unit 56.

[0039] The controller 63 is provided with a sensor S that outputs an operation signal. For example, examples of the sensor S include an acceleration sensor, a gyro sensor, and a geomagnetic sensor. When the user P moves their arm or hand, the output (operation signal) of the sensor S changes. The operation unit 54 sends the operation signal to the control unit 56. Note that the sensor S outputs the operation signal at regular intervals. Each time the operation unit 54 receives an operation signal from the sensor S, it transmits the operation signal to the control unit 56.

[0040] As described above, since the controller 63 is held by the right (left) hand of the user P, the controller 63 will move in conjunction with the movement of the hand (arm) of the user P. Therefore, the operation signal output by the sensor S will indicate the movement of the hand (arm) of the user P. That is, by analyzing the operation signal, the movement of the hand (arm) of the user P can be analyzed.

[0041] In this game program, by changing the position and orientation of the controller 63, the player character C1 in the virtual space can be operated.

[0042] For example, when the user P holds the controller 63 in their right hand and changes the position and orientation of their right hand (right arm), 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 holds the controller 63 in their left hand and changes the position and orientation of their left hand (left arm), 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.

[0043] That is, in this game program, when the user P changes the position and orientation of the controller 63, the hand (arm) of the player character C1 corresponding to the hand (arm) on the side where the user P holds the controller 63 moves in the virtual space.

[0044] In this game program, the operation signal includes information indicating the speed and angular velocity (parameters) of the controller 63 in addition to the position and orientation 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.

[0045] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. Various programs including game data and game programs are stored in the storage unit 55. Examples of game data include virtual media and user account information.

[0046] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. Programs and data for operating the CPU are stored in the semiconductor memory.

[0047] 〈Functional Configuration of Control Unit 56〉 By executing the game program, the control unit 56 functions as a game progress unit 561 (virtual space control unit), a display unit 562, and a playback unit 563 (see Figure 1).

[0048] (Game Progress Unit 561) The game progress unit 561 advances the game by operating player characters, non-player characters, and predetermined objects in the virtual space. In controlling the operation of non-player characters, the game progress unit 561 uses, for example, AI (artificial intelligence).

[0049] The game progress unit 561 controls the operation of player characters, etc. according to the instructions of the user P (player). The instructions of the user P are input to the operation unit 54 via the controller 63.

[0050] 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.

[0051] Furthermore, when the game progression unit 561 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 game progression unit 561 converts the acquired various information into movement information (information relating to the position, orientation, speed, angular velocity, etc.) of the hand (arm) of the player character C1 using a predetermined method (for example, by referring to a conversion table).

[0052] The game progression unit 561 moves the hand (arm) of the player character C1 in the virtual space based on the converted movement information.

[0053] When the player character C1 holds an object in its hand (arm), the game progression unit 561 moves the object in accordance with 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 causes the object to be held in the hand (arm) of the player character C1.

[0054] When the game progression unit 561 receives a movement signal to move the hand (arm) of the player character C1 while the player character C1 is holding an object in the hand (arm), the game progression unit 561 moves the object in accordance with the movement of the hand (arm). In other words, when an object is held in the hand (arm) of the player character C1, the hand (arm) of the player character C1 and the object move in conjunction with each other.

[0055] (Display section 562) The display unit 562 generates a VR image Sc with reference to the information on the virtual space generated by the game progress unit 561. The display unit 562 outputs the generated VR image Sc to the graphic processing unit 52.

[0056] (Reproduction unit 563) The reproduction unit 563 reproduces the sound necessary for providing the service (in this embodiment, providing the game). Specifically, the reproduction unit 563 selects the sound data to be reproduced and instructs the audio processing unit 53 to reproduce the sound data. The reproduction unit 563 also gives instructions on the volume of each speaker 62 to the audio processing unit 53.

[0057] The reproduction unit 563 reproduces the sound of virtual sound sources existing in the virtual space according to the progress of the game. In this game program, various sound data are prepared in advance for reproducing sound. For example, in this game program, sound data such as the firing sound of the firearm C2 and the sound of the bullet hitting are prepared.

[0058] In this game program, sound data is associated with each object. For example, the firearm C2 (slide C22) is associated with the sound data of the first sound described below. The first sound is a metallic sound or the like generated when the slide C22 of the firearm C2 moves.

[0059] Here, in this game program, in the virtual space, an object whose part is movable is arranged according to the operation of the player P. For example, in the firearm C2 as shown in FIG. 4, the slide C22 (movable part) moves relative to the main body C21.

[0060] Specifically, when the player character C1 holds the slide C22 of the firearm C2 and the user P1 moves the controller 63, the slide C22 can be slid between the first position P1 and the second position P2. That is, when the player character C1 holds the slide C22 of the firearm C2 and the controller 63 is moved, the user P can operate (slide) the slide C22.

[0061] In the real space, after sliding the slide (floating base) of the firearm backward and then forward, the cartridge loaded in the magazine (cartridge chamber) of the firearm is loaded into the chamber (firing chamber). Then, by pulling the trigger, a bullet is fired from the firearm.

[0062] Also in this game program, similar to the real space, by sliding the slide C22 of the firearm C2, it is configured to enable the preparation for firing a bullet. Specifically, after moving the slide C22 of the firearm C2 from the first position P1 to near the second position P2 and then moving it back to the first position P1, the preparation for firing a bullet is completed.

[0063] Here, in the firearms in the real space, when the slide of the firearm moves backward to the end, there are some firearms in which the slide automatically moves forward due to the biasing force of the spring arranged inside the firearm.

[0064] In such firearms, after moving the slide of the firearm backward to the end and then releasing the hand from the slide, the slide automatically moves forward due to the biasing force of the spring. As a result, the preparation for firing a bullet is completed. Even in such firearms, after moving the slide of the firearm backward to the end, the preparation for firing a bullet can be completed by manually moving the slide forward.

[0065] Also in this game program, similar to the real space, the user P can complete the preparation for firing a bullet by moving the slide C22 of the firearm C2 backward to the end and then releasing the hand from the slide C22 (releasing the operation of the slide C22). Also, the user P can complete the preparation for firing a bullet by moving the slide C22 of the firearm C2 backward to the end and then manually moving the slide C22 forward.

[0066] In this game program, an audio playback process is executed to give the user the operating feeling when operating the slide C22 of the firearm C2.

[0067] Operation Example FIG. 5 is a flowchart for explaining voice playback processing in this game program. In the following explanation, voice playback processing performed when the slide C22 of the firearm C2 moves from the first position P1 (current position) to the second position P2 (reference position) will be described.

[0068] First, the playback unit 563 determines whether the player character C1 is gripping the slide C22 (step S1).

[0069] For example, when the game progress unit 561 receives an operation signal indicating that a predetermined operation has been performed from the operation unit 54 while the firearm C2 is held in the hand (arm) of the player character C1, in the virtual space, the player character C1 is made to grip the slide C22. As a result, in the virtual space, the slide C22 moves (operates) according to the operation signal.

[0070] When the player character C1 is gripping the slide C22 in the virtual space, the playback unit 563 determines that the player character C1 is gripping the slide C22.

[0071] The playback unit 563 waits at step S1 until it determines that the player character C1 is gripping the slide C22 (No in step S1).

[0072] When the playback unit 563 determines that the player character C1 is gripping the slide C22 (Yes in step S1), it determines whether a first operation has been performed (step S2).

[0073] The first operation is an operation performed to release the player character C1's hand (arm) from the slide C22.

[0074] For example, when the user presses a predetermined button on the controller 63, the player character C1 grips the slide C22. Then, when the user releases the predetermined button on the controller 63, the player character C1 releases the hand from the slide C22. That is, the first operation is that the user releases the predetermined button on the controller 63.

[0075] When the first operation is performed, the game progress unit 561 releases the control for the slide C22 to move (operate) according to the operation signal. As a result, the slide C22 automatically moves from the current position (here, the second position P2) to the first position P1 (reference position) in the virtual space.

[0076] With this control, in this game program, like in the real space, it is reproduced that the slide automatically moves forward by the biasing force of the spring arranged in the firearm.

[0077] When it is determined that the first operation has been performed (Yes in step S2), the playback unit 563 plays the first sound according to the distance from the current position (here, the second position P2) of the slide C22 to the first position P1 (step S3).

[0078] For example, when the distance from the current position to the first position P1 is long, the moving speed of the slide C22 becomes high, and when the distance from the current position to the first position P1 is short, the moving speed of the slide C22 becomes low.

[0079] Therefore, for example, when the distance from the current position to the first position P1 is long, the playback unit 563 applies a low-pass filter with a high cut-off frequency to the first sound. The playback unit 563 applies a low-pass filter with a high cut-off frequency to the first sound when the distance from the current position to the first position P1 is long. Thereby, in step S3, the first sound is played according to the distance from the current position of the slide C22 to the first position P1 (reference position).

[0080] After the first operation is performed, when the slide C22 moves to the first position, the preparation for firing the bullet of the firearm C2 will be completed.

[0081] When the playback unit 563 determines that the first operation has not been performed (No in step S2), it plays the first voice according to the speed of the slide C22 a predetermined period ago (step S4).

[0082] In this game program, even if the above-described first operation is not performed, the user P can complete the preparation for firing the bullet of the firearm C2 by moving the slide C22 from the second position P2 to the first position P1. That is, while the player character C1 maintains the state of gripping the hand (arm) from the slide C22 (in other words, while the slide C22 is being controlled to move according to the operation signal), by moving the slide C22 from the second position P2 to the first position P1, the preparation for firing the bullet of the firearm C2 can be completed.

[0083] For example, when the speed of the slide C22 a predetermined period ago is high, the playback unit 563 applies a low-pass filter with a high cut-off frequency to the first voice. When the speed of the slide C22 a predetermined period ago is low, the playback unit 563 applies a low-pass filter with a high cut-off frequency to the first voice. Thereby, in step S3, the first voice is played according to the speed of the slide C22 a predetermined period ago. Note that the speed of the slide C22 during this predetermined period is the speed of the slide C22 several frames ago.

[0084] In this game program, the first voice is played according to the speed of the slide C22. For example, if the speed of the slide C22 is high, the volume of the first voice becomes large, and if the speed of the slide C22 is low, the volume of the first voice becomes small. Thus, when the first voice is played according to the speed of the slide C22, when the slide C22 reaches the first position P1, the speed of the slide C22 becomes a value close to 0. Therefore, when the slide C22 reaches the first position P1, the first voice stops being played.

[0085] In this game program, in step S4, the playback unit 563 plays the first audio according to the speed of the slide C22 a predetermined period before. As a result, when the slide C22 reaches the second position P2, the first audio will be played.

[0086] To summarize the above, in this aspect, in a program that causes the game device 5 (a computer system having one computer or a plurality of cooperating computers) to function as a game progress unit 561 (virtual space control unit), a display unit 562, and a playback unit 563, the game device 5 has a display 61 and a speaker 62 connected thereto. The game progress unit 561 operates the slide C22 (object) of the firearm C2 arranged in the virtual space based on an operation signal indicating the movement of the user P's arm (a predetermined part of the body). The display unit 562 displays the video of the virtual space on the display 61, and the playback unit 563 plays the audio on the speaker 62. When a first operation is performed, the playback unit 563 plays the first audio associated with the firearm C2 (slide C22) according to the distance from the current position of the slide C22 (here, the second position P2) to the first position P1 (reference position). The first operation is an operation for canceling the control of operating the slide C22 based on the operation signal and automatically moving the slide C22 from the current position to the first position P1.

[0087] 《Effects of This Embodiment》 As described above, in this embodiment, when the first operation is performed, the first audio is played according to the distance from the current position of the slide C22 to the first position P1. As a result, even if the control of operating the slide C22 based on the operation signal is canceled, the first audio can be played. Therefore, the user experience can be improved.

[0088] In addition, during the control to operate the slide C22 based on the operation signal, when the slide C22 is moved from the current position to the first position P1 (reference position), the playback unit 563 plays the first audio according to the speed of the slide C22 a predetermined period ago. As a result, even if the speed becomes a value close to 0 when the slide C22 reaches the first position P1, the first audio can be played. Therefore, the user experience can be improved.

[0089] [Other Embodiments] The game may be a first-person perspective game or a third-person perspective game. In the case of a first-person perspective game, the display unit 562 does not have to display the player character C1 on the display 61.

[0090] The service provided in the virtual space is not limited to games. In the virtual space, various services such as providing a place for business transactions and providing a place for communication can be provided. That is, this program can be used for service provision in the so-called metaverse.

[0091] The body part for detecting the movement of the user P is not limited to the "hand", and may be the "leg", "head", etc. In this case, the sensor S may be attached to the body part for detecting the movement of the user P.

[0092] There is no limitation on the type of sensor for detecting the movement of the user P. Also, the position and orientation may be detected using means other than the sensor (for example, a camera).

[0093] In each of the above embodiments, the case where the parameter is the speed of the slide C22 has been described as an example, but it is not limited to this. The parameter may be a parameter correlated with the speed of the slide C22, such as the acceleration, position, angular velocity, angular acceleration, or angle of the slide C22.

[0094] In the above embodiment, the case where the object is the slide C22 of the firearm C2 held (equipped) by the character C1 operated by the user P has been described as an example, but it is not limited to this. The object may be an object part of which is arranged in the virtual space. For example, the object may be the stick C32 of the lever C3 shown in FIG. 6.

[0095] In the above embodiment, the playback unit 563 may change the audio to be played according to the type of the firearm C2. In this case, it is sufficient that the audio to be played is associated with the type of the firearm C2 in the storage unit 55.

[0096] In step S4, the playback unit 563 may vary the predetermined period according to the type of the firearm C2. For example, when the firearm C2 is large, the predetermined period may be lengthened, and when the firearm C2 is small, the predetermined period may be shortened. When the firearm C2 is large, since the decrease in the speed of the slide C22 becomes large, it is necessary to take a longer predetermined period in order to play the first audio without a sense of discomfort. When the firearm C2 is small, since the decrease in the speed of the slide C22 becomes small, the first audio can be played without a sense of discomfort even if the predetermined period is shortened.

[0097] In step S4, the playback unit 563 may change the audio to be played according to the speed of the slide C22. For example, a plurality of audio data may be generated in advance, and the audio data to be played may be changed according to the speed of the slide C22. In this case, a plurality of audios may be blended (simultaneously) and played, or the ratio (volume, etc.) of the audio data to be blended may be changed according to the speed of the slide C22.

[0098] In steps S3 and S4, the playback unit 563 may play different audio data. That is, the audio played when automatically moving from the current position to the first position P1 by performing the first operation and the audio played when the slide C22 moves from the current position to the first position P1 according to the operation of the user P may be different.

[0099] The program may be implemented to be executed by a plurality of cooperating computers (for example, a server computer and a client computer). For example, when the game device 5 operates as a client connected to the 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.

[0100] The voice data may be synthesized in real time in addition to being prepared in advance.

[0101] Even when these other embodiments are adopted, the functions and effects of this aspect are exhibited. Also, it is possible to appropriately combine this embodiment with other embodiments and between other embodiments.

Explanation of Signs

[0102] 55 Storage unit 56 Control unit (computer) 61 Display 63 Controller 561 Game progress unit (virtual space control unit) 562 Display unit 563 Reproduction unit S Sensor P User C1 Player character C2 Firearm C21 Main body part C22 Slide (object) C3 Lever C31 Main body part C32 Stick (object)

Claims

1. In a program that causes a computer system having one computer or a plurality of cooperating computers to function as a virtual space control unit, a display unit, and a playback unit, the computer system has a display and a speaker connected thereto, the virtual space control unit operates an object arranged in the virtual space based on an operation signal indicating an operation of a predetermined part of the user's body, the display unit displays an image of the virtual space on the display, the playback unit plays back sound through the speaker, when a first operation is performed, the playback unit plays back sound associated with the object according to the distance from the current position of the object to a reference position, the first operation is an operation for canceling the control for operating the object based on the operation signal and automatically moving the object from the current position to the reference position, A program.

2. In a program that causes a computer system having one computer or a plurality of cooperating computers to function as a virtual space control unit, a display unit, and a playback unit, the computer system has a display and a speaker connected thereto, the virtual space control unit operates an object arranged in the virtual space based on an operation signal indicating an operation of a predetermined part of the user's body, the display unit displays an image of the virtual space on the display, the playback unit plays back sound through the speaker, during control in which the playback unit operates the object based on the operation signal, when the object is moved from the current position to the reference position, the playback unit plays back sound associated with the object according to a parameter regarding the speed of the object at a predetermined period before, A program.

3. In the program of claim 2, the predetermined period varies according to the type of the object, program.

4. a storage unit that stores any one of the programs of claims 1 to 3, and a control unit that executes the program audio control device.

Citation Information

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