Program and video / sound control device
By interlocking the virtual microphone's position with the virtual camera's position switch in a game system, the system minimizes sudden volume changes, addressing the discomfort issue and improving the audio experience.
Patent Information
- Application Number
- JP2023207087
- 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
In game systems, sudden changes in volume occur when the virtual camera's position is switched from a first camera position to a second camera position farther away from a specified object, causing an uncomfortable audio experience.
A computer system with a camera control unit that switches the virtual camera's position and an acoustic point control unit that interlocks the virtual microphone with the virtual camera, adjusting the microphone's position to maintain a predetermined relationship, thereby minimizing volume changes during camera position switching.
This configuration alleviates the discomfort caused by sudden volume changes, enhancing the audio experience by maintaining a consistent sound level during camera position transitions.
Smart Images

Figure 2025091684000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program and a video and audio control device. [Background technology]
[0002] Patent Document 1 discloses a game system that realizes a virtual three-dimensional space in which multiple sound source objects, a virtual microphone, and a virtual camera are arranged. In this game system, audio signals are generated based on the volume and position of each sound reproduced from the multiple sound source objects when the sound is received by the virtual microphone. The virtual camera is also arranged in the same position as the virtual microphone in the virtual three-dimensional space, and an image captured by the virtual camera is displayed on a monitor. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-094160 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a game system such as that described in Patent Document 1, when the position of the virtual camera is switched from a first camera position to a second camera position that is farther away from a specified object in the virtual space than the first camera position, if the virtual microphone is moved to the same position as the virtual camera in conjunction with the virtual camera, the volume may suddenly change, creating an uncomfortable feeling.
[0005] An object of the present disclosure is to alleviate the strange sound that occurs when the position of the virtual camera is switched. [Means for solving the problem]
[0006] A first aspect provides a computer system having a computer or multiple computers working together, comprising: A video playback unit that plays back a video obtained by a virtual camera disposed in a virtual space on a display, A camera control unit that executes a camera position switching process for switching the position of the virtual camera from a first camera position to a second camera position farther from the first camera position than the first camera position from a predetermined object in the virtual space when a predetermined condition is satisfied, An audio playback unit that plays back sound obtained by a virtual microphone disposed in the virtual space through a speaker, Function as an acoustic point control unit that performs interlocking control for interlocking the virtual microphone with the virtual camera so as to maintain a predetermined positional relationship with respect to the position of the virtual camera, and at the time of the camera position switching process, the position of the virtual microphone is changed from a first microphone position having the predetermined positional relationship with respect to the first camera position to a second microphone position closer to the object than a corresponding position having the predetermined positional relationship with respect to the second camera position. Perform microphone position switching control to switch to, It is a program.
[0007] In a first aspect, The camera control unit executes a camera position return process for returning the position of the virtual camera from the second camera position to the first camera position when the predetermined condition is no longer satisfied, The acoustic point control unit may further perform microphone position return control for returning the position of the virtual microphone from the second microphone position to the first microphone position at the time of the camera position return process.
[0008] In a first aspect, The first camera position may be the viewpoint of the object, and the second camera position may be a position for capturing the object within the field of view.
[0009] In a first aspect, The first camera position and the second camera position may be positions for capturing the object within the field of view.
[0010] A second aspect is a storage unit that stores the program of the first aspect, A control unit that executes the program, and a video and audio control device including the same.
Advantages of the Invention
[0011] According to the present disclosure, it is possible to alleviate the sense of discomfort in the sound generated when switching the position of the virtual camera.
Brief Description of the Drawings
[0012]
Figure 1
Figure 2
Figure 3
Embodiments for Carrying Out the Invention
[0013] Hereinafter, embodiments will be described in detail with reference to the drawings. In the drawings, the same or corresponding parts are denoted by the same reference numerals and their description will not be repeated.
[0014] (Description of the Game) The game in the following description is a game (video game) played in a virtual space. The virtual space is a three-dimensional game space and is displayed on a display as an image. In the following example, objects are arranged in the virtual space. Examples of objects include a player character operated by a user, a non-player character operated by a computer, and the like.
[0015] In addition, the object includes a sound source object that becomes a virtual sound source in the virtual space. Examples of the sound source object include an object that operates in the virtual space, an object that only outputs sound in the virtual space, and the like.
[0016] In the game described below, sounds are played. The sounds played in the game include sounds output from sound source objects, BGM (Background Music), sound effects, and the like. Examples of sounds output from sound source objects include sounds associated with the movement of objects such as footsteps and wind sounds, and sounds emitted by objects such as cries and lines.
[0017] Below, for the sake of convenience of explanation, as an example of a game, a "fighting action game in which a player character attacks and defeats enemy characters" is given. The enemy character is an example of a non-player character. The player character and the enemy character are examples of sound source objects. Note that there is no limitation on the type of game.
[0018] (Game device) FIG. 1 illustrates the configuration of the game device 10 of the embodiment. The game device 10 executes a game in response to an operation by a user. The game device 10 has a display 21, a speaker 22, and a controller 23 externally connected or built-in. The game device 10 is an example of a computer system having one computer or a plurality of cooperating computers. Further, the game device 10 is an example of a video and audio control device.
[0019] For the game device 10, commercially available devices 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 10, the game progresses based on the installed game program and game data. The game devices 10 can also perform data communication with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0021] 〔Hardware configuration of the game device〕 The game device 10 includes a network interface 11, a graphic processing unit 12, an audio processing unit 13, an operation unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphic processing unit 12, the audio processing unit 13, the operation unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.
[0022] The network interface 11 is communicably connected to a communication network (not shown) in order to transmit and receive various data to and from other game devices 10 or external server devices (not shown), for example.
[0023] The graphic processing unit 12 is connected to a display 21 (for example, a liquid crystal display). The graphic processing unit 12 draws a game image including various objects in a virtual space in a video format according to the game image information output from the control unit 16. The game image drawn in the video format is displayed on the display 21 as a game screen.
[0024] The audio processing unit 13 is connected to a speaker 22. The audio processing unit 13 reproduces digital game sounds according to an instruction from the control unit 16. Specifically, the audio processing unit 13 converts the audio data output from the control unit 16 into an analog signal and outputs it to the speaker 22.
[0025] The audio processing unit 13 is configured to be able to output multi-channel audio in order to perform three-dimensional sound reproduction. Accordingly, a plurality of speakers 22 are connected to the game device 10. These speakers 22 may be arranged on the left and right, front and back, above, etc. of a listener (for example, a game player) so that three-dimensional sound reproduction is possible.
[0026] The operation unit 14 is connected to a controller 23. The operation unit 14 transmits and receives signals to and from the controller 23. A game player inputs signals (instructions, data, etc.) to the game device 10 by operating various operators such as buttons on the controller 23.
[0027] The storage unit 15 stores various kinds of information and data. The storage unit 15 is composed of an HDD, an SSD, a RAM, a ROM, etc. For example, the storage unit 15 stores various programs including game data and game programs. Examples of game data include game media, user account information, etc.
[0028] Also, the storage unit 15 stores various kinds of pre-prepared voice data. The various kinds of voice data include voice data indicating sounds output from sound source objects such as player characters and enemy characters, voice data indicating music (BGM) played in the game, voice data indicating sound effects, etc.
[0029] The control unit 16 controls the operation of the game device 10. The control unit 16 transmits and receives various kinds of information and data, and processes various kinds of information and data. The control unit 16 has a CPU (microcomputer) and a semiconductor memory. Programs, data, etc. for operating the CPU are stored in the semiconductor memory.
[0030] 〔Functional Configuration of Control Unit〕 The control unit 16 has a game progress unit 100, a camera control unit 101, a video playback unit 102, a sound collection point control unit 103, and a voice playback unit 104. Specifically, the control unit 16 functions as the game progress unit 100, the camera control unit 101, the video playback unit 102, the sound collection point control unit 103, and the voice playback unit 104 by executing a game program.
[0031] 〈Game Progress Unit〉 The game progress unit 100 progresses the game that is carried out in the virtual space.
[0032] In this example, the game progress unit 100 advances the game by operating the player character in the virtual space according to the operations of the user who uses the game device 10 (i.e., the player of the game). Also, the game progress unit 100 operates non-player characters and predetermined objects (e.g., vehicles, etc.) in the virtual space as well. For example, the game progress unit 100 controls the operations of non-player characters and predetermined objects by AI (artificial intelligence). Then, the game progress unit 100 advances the game according to the operations of the player character and non-player characters.
[0033] 〈Camera control unit〉 The camera control unit 101 controls the position of the virtual camera C (see Fig. 2) arranged in the virtual space according to the progress of the game. The virtual camera C is a virtual viewer (viewpoint) and is a reference point for reproducing the viewpoint of the player character C1 (see Fig. 2). The virtual camera C has directivity.
[0034] In this example, the camera control unit 101 arranges the virtual camera C near the player character C1. Specifically, the virtual camera C is arranged within a predetermined range (circular range) centered on the position of the player character C1. Then, the camera control unit 101 controls the position of the virtual camera C so that the virtual camera C moves following the movement of the player character C1.
[0035] 〈Video playback unit〉 The video playback unit 102 generates video data according to the progress of the game. Then, the video playback unit 102 outputs the video data to the graphic processing unit 12. As a result, a video (game image in video format) corresponding to the progress of the game is displayed on the display 21.
[0036] In addition, the video playback unit 102 generates video data including the video obtained by the virtual camera C, and outputs the video data to the graphic processing unit 12. Thereby, the video playback unit 102 causes the display 21 to display a video including the video obtained by the virtual camera C (for example, the video viewed from the perspective of the player character).
[0037] 〈Sound collection point control unit〉 The sound collection point control unit 103 controls the position of the virtual microphone M (see FIG. 2) arranged in the virtual space according to the progress of the game. The virtual microphone M is a virtual listener (sound collection point) and is a reference point for sound image localization by the sound playback unit 104. The virtual microphone M has directivity.
[0038] In this example, the sound collection point control unit 103 usually performs interlocking control to interlock the virtual microphone M with the virtual camera C so as to maintain a positional relationship in which the position of the virtual microphone M is the same as the position of the virtual camera C. That is, the sound collection point control unit 103 usually controls the position of the virtual microphone M so that the virtual microphone M moves following the movement of the virtual camera C.
[0039] 〈Sound playback unit〉 The sound playback unit 104 generates sound data according to the progress of the game. Specifically, the sound playback unit 104 selects the sound data to be played back from the sound data (various types of sound data prepared in advance) stored in the storage unit 15 according to the progress of the game, and outputs the selected sound data (or new sound data obtained by synthesizing the selected multiple sound data) to the audio processing unit 13.
[0040] When outputting the sound data, the sound playback unit 104 instructs the audio processing unit 13 of its volume. The audio processing unit 13 converts the sound data output from the sound playback unit 104 into an analog signal of the instructed volume and outputs it to the speaker 22. Thereby, a sound corresponding to the sound data generated by the sound playback unit 104 is reproduced from the speaker 22.
[0041] 《Sound image localization processing》 Also, the audio playback unit 104 performs sound image localization processing. In the sound image localization processing, the audio playback unit 104 generates audio data including the sound obtained by the virtual microphone M (see FIG. 2) arranged in the virtual space.
[0042] Specifically, in the sound image localization processing, the audio playback unit 104 generates the audio data according to the sound collection situation of the virtual microphone M (for example, the position and direction of the virtual microphone M with respect to the sound source object in the virtual space, the volume and direction of the sound output from the sound source object, etc.) so that the sound output from the speaker 22 becomes a sound including the sound obtained by the virtual microphone M.
[0043] By processing the audio data generated by the sound image localization processing in the audio processing unit 13, it becomes possible to output from the speaker 22 the sound output from the virtual sound source (sound source object) in the virtual space in an acoustic expression as if it were collected by the virtual microphone M. In this way, the audio playback unit 104 reproduces the sound obtained by the virtual microphone M through the speaker 22.
[0044] 〔Switching of the positions of the virtual camera and the virtual microphone〕 Next, with reference to FIG. 2, the switching of the positions of the virtual camera C and the virtual microphone M will be described.
[0045] The camera control unit 101 executes a camera position switching process that switches the position of the virtual camera C from the first camera position CP1 to a second camera position CP2 that is farther from the first camera position CP1 than the player character C1 in the virtual space when a predetermined condition is satisfied. The first camera position CP1 is the viewpoint of the player character C1. Therefore, when the virtual camera C is at the first camera position CP1, the video obtained by the virtual camera C is a first-person viewpoint video. The second camera position CP2 is a position that captures the player character C1 within the field of view. Therefore, when the virtual camera C is at the second camera position CP2, the video obtained by the virtual camera C is a third-person viewpoint video. In the present embodiment, the predetermined condition for executing the camera position switching process is a condition that the player character C1 performs a predetermined action such as combining with an enemy character as the game progresses by the game progress unit 100. When the predetermined condition is satisfied and the virtual camera C is at the second camera position CP2, the game progress unit 100 may prevent the operation of the user on the controller 23 from being reflected in the progress of the game. That is, when the predetermined condition is satisfied and the virtual camera C is at the second camera position CP2, the operation of the user on the controller 23 may be disabled.
[0046] Note that in the present embodiment, the predetermined condition for executing the camera position switching process is set as a condition that the player character C1 performs a predetermined action such as combining with an enemy character as the game progresses by the game progress unit 100. However, the predetermined condition may be set as a condition that a predetermined operation is performed on the controller 23 by the user, or a condition that the physical strength value of the player character C1 is equal to or less than a predetermined threshold value (for example, a threshold value corresponding to death).
[0047] The sound collection point control unit 103 normally performs interlocking control that interlocks the virtual microphone M with the virtual camera C so as to maintain a positional relationship in which the position of the virtual microphone M is the same as the position of the virtual camera C.
[0048] However, as shown in FIG. 2, when performing the camera position switching process, if the position of the virtual microphone M is moved from the first microphone position MP1 that is the same as the first camera position CP1 to the corresponding position MPC that is the same as the second camera position CP2 by the above-described interlocking control during the camera position switching process, the amount of sound obtained by the virtual microphone M will change suddenly, and there is a possibility that a sense of discomfort will occur in the sound. For example, when the sounds emitted by the player character C1 and the enemy character are being played on the speaker 22, when the camera position switching process is performed, the virtual microphone M moves away from the player character C1 and the enemy character, and the volume suddenly decreases, causing a sense of discomfort.
[0049] Therefore, in the present embodiment, during the camera position switching process, the sound collection point control unit 103 performs microphone position switching control to switch the position of the virtual microphone M from the first microphone position MP1 that is the same as the first camera position CP1 to the second microphone position MP2 that is closer to the player character C1 than the corresponding position MPC that is the same as the second camera position CP2. The second microphone position MP2 is set closer to the player character C1 by a predetermined ratio (X%) of the distance between the corresponding position MPC and the player character C1 than the corresponding position MPC. The predetermined ratio is set to, for example, 50%.
[0050] 〔Sound Collection Point Control Process〕 Next, with reference to FIG. 3, the processes of the camera control unit 101 and the sound collection point control unit 103 will be described. The camera control unit 101 and the sound collection point control unit 103 repeatedly perform the following processes at predetermined timings.
[0051] 〈Step S11〉 The camera control unit 101 determines whether or not the predetermined condition for executing the camera position switching process is satisfied. If the predetermined condition is satisfied, the process proceeds to the process of step S12. On the other hand, if the predetermined condition is not satisfied, the determination in step S11 is made again. For example, when the predetermined condition is set as the condition that the player character C1 is combined with an enemy character, the camera control unit 101 proceeds to the process of step S12 when it determines that the player character C1 is combined with an enemy character, and makes the determination in step S11 again when it determines that the player character C1 is not combined with an enemy character.
[0052] 〈Step S12〉 In step S12, the camera control unit 101 executes a camera position switching process of switching the position of the virtual camera C from the first camera position CP1 to the second camera position CP2 that is farther from the player character C1 than the first camera position CP1. As a result, the video obtained by the virtual camera C is switched from a first-person perspective video to a third-person perspective video.
[0053] Also, at this time, the sound collection point control unit 103 performs microphone position switching control of switching the position of the virtual microphone M from the first microphone position MP1 that is the same as the first camera position CP1 to the second microphone position MP2 that is closer to the player character C1 than the corresponding position MPC that is the same as the second camera position CP2.
[0054] 〈Step S13〉 Next, in step S13, the camera control unit 101 determines whether the predetermined condition continues to be satisfied. If the predetermined condition is satisfied, the determination in step S13 is made again. On the other hand, if the predetermined condition is not satisfied, the process proceeds to the process of step S14. For example, when the predetermined condition is set to the condition that the player character C1 is combined with an enemy character, if the camera control unit 101 determines that the player character C1 is still combined with the enemy character, the determination in step S13 is made again. On the other hand, if it is determined that the player character C1 is no longer combined with the enemy character, the process proceeds to the process of step S14.
[0055] 〈Step S14〉 When the predetermined condition is no longer satisfied, in step S14, the camera control unit 101 executes a camera position return process of returning the position of the virtual camera C from the second camera position CP2 to the first camera position CP1. As a result, the video obtained by the virtual camera C returns from the third-person perspective video to the first-person perspective video.
[0056] Also, during the camera position return process, the sound collection point control unit 103 performs a microphone position return control of returning the position of the virtual microphone M from the second microphone position MP2 to the first microphone position MP1.
[0057] 〔Summary of Embodiment〕 To summarize the above, the game program of the embodiment causes a computer (control unit 16) to function as a video playback unit 102 that plays back on the display 21 a video obtained by a virtual camera C arranged in a virtual space, a camera control unit 101 that executes a camera position switching process for switching the position of the virtual camera C from a first camera position CP1 to a second camera position CP2 that is farther from the first camera position CP1 than a predetermined object in the virtual space when a predetermined condition is satisfied, an audio playback unit 104 that plays back on the speaker 22 a sound obtained by a virtual microphone M arranged in the virtual space, an interlocking control that interlocks the virtual microphone M with the virtual camera C so as to maintain a predetermined positional relationship with respect to the position of the virtual camera C, and a sound collection point control unit 103 that performs a microphone position switching control for switching the position of the virtual microphone M from a first microphone position MP1 having the predetermined positional relationship with respect to the first camera position CP1 to a second microphone position MP2 closer to the object than a corresponding position MPC having the predetermined positional relationship with respect to the second camera position CP2 at the time of the camera position switching process.
[0058] The game device 10 of the embodiment includes a storage unit 15 that stores the above game program and a control unit 16 that executes the above game program.
[0059] 〔Effect of Embodiment〕 As described above, in the embodiment, when the position of the virtual camera C is switched from the first camera position CP1 to the second camera position CP2 that is farther from the first camera position CP1 than the player character C1 in the virtual space during the camera position switching process, the sound collection point control unit 103 switches the position of the virtual microphone M from the first microphone position MP1 that is the same as the first camera position CP1 to the second microphone position MP2 that is closer to the player character C1 than the corresponding position MPC that is the same as the second camera position CP2. With such a configuration, the amount of movement of the virtual microphone M can be made smaller compared to the case where the virtual microphone M is moved from the first microphone position MP1 to the corresponding position MPC during the camera position switching process. Therefore, it is possible to suppress a change in volume caused by a sudden change in the position of the virtual microphone M and alleviate the sense of discomfort in the sound.
[0060] Further, in the embodiment, when the predetermined condition for executing the camera position switching process is no longer satisfied and the camera control unit 101 returns the position of the virtual camera C from the second camera position CP2 to the first camera position CP1, the sound collection point control unit 103 also returns the position of the virtual microphone M to the first microphone position MP1 that is the same as the first camera position CP1. With such a configuration, when the video obtained by the virtual camera C at the first camera position CP1 is in the first-person perspective, the virtual microphone M can be placed at the same position as the virtual camera C. As a result, the sound obtained by the virtual microphone M can be made to seem as if it is the sound heard by the player character C1. Thereby, the sense of immersion can be enhanced, and the player's sense of immersion in the game can be improved.
[0061] (Other Embodiments) In the above embodiment, the positional relationship between the virtual camera C and the virtual microphone M during the interlock control is set such that the virtual camera C and the virtual microphone M are at the same position. However, the virtual microphone M may be separated from the virtual camera C by a predetermined distance greater than 0 in a predetermined direction. For example, the virtual camera C may be set at the position of the eyes of the player character C1, and the virtual microphone M may be set at the position of the ears of the player character C1.
[0062] Also, in the above-described embodiment, the first camera position CP1 is set as the viewpoint of the player character C1 (object), and the second camera position CP2 is set as a position captured within the field of view of the player character C1 (object). However, both the first camera position CP1 and the second camera position CP2 may be set as positions captured within the field of view of the player character C1 (object). That is, even when the virtual camera C is at either the first camera position CP1 or the second camera position CP2, the video obtained by the virtual camera C may be a third-person perspective video. For example, the first camera position may be a position behind the player character C1, and the second camera position may be an upper position overlooking the player character C1 or a position behind another character. Also, during multiplayer play, the first camera position may be a position behind the player character C1, and the second camera position may be a position behind the player character of another player or a non-player character.
[0063] Also, in the above description, the game program may be implemented as a game program for a so-called online game. In this case, the processing performed in the control unit 16 of the game device 10 may be performed in the control unit (not shown) of the server device, or may be shared between the control unit of the game device 10 and the control unit of the server device. The game device 10 may be a portable information terminal such as a smartphone or a tablet.
[0064] Also, in the above description, as an example of the virtual space, the virtual space in which the game progresses is given, but it is not limited to this. For example, the virtual space may be a virtual space (metaverse space) where avatars communicate with each other. For example, the services provided in the virtual space may include providing a place for commercial transactions, providing a place for communication, and the like.
[0065] Even when these other embodiments are adopted, the effects of the present invention are exhibited. Also, it is possible to appropriately combine this embodiment with other embodiments and between other embodiments. The above embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses.
Explanation of Signs
[0066] 10 Game device 11 Network interface 12 Graphics processing unit 13 Audio processing unit 14 Operation unit 15 Storage unit 16 Control unit 17 Bus 21 Display 22 Speaker 23 Controller 100 Game progress unit 101 Camera control unit 102 Video playback unit 103 Sound collection point control unit 104 Voice playback unit C Virtual camera C1 Player character (object) CP1 First camera position CP2 Second camera position M Virtual microphone MP1 First microphone position MP2 Second microphone position MPC Corresponding position
Claims
1. A computer system having one computer or a plurality of cooperating computers, a video playback unit that plays back a video obtained by a virtual camera disposed in a virtual space on a display; a camera control unit that executes a camera position switching process for switching the position of the virtual camera from a first camera position to a second camera position that is farther from the first camera position than a predetermined object in the virtual space when a predetermined condition is satisfied; an audio playback unit that plays back sound obtained by a virtual microphone disposed in the virtual space through a speaker; interlocking control for interlocking the virtual microphone with the virtual camera so as to maintain a predetermined positional relationship with respect to the position of the virtual camera, and at the time of the camera position switching process, the position of the virtual microphone is changed from a first microphone position having the predetermined positional relationship with respect to the first camera position to a second microphone position closer to the object than a corresponding position having the predetermined positional relationship with respect to the second camera position. It functions as a sound collection point control unit that performs microphone position switching control to switch to program.
2. In the program of Claim 1, the camera control unit executes a camera position return process for returning the position of the virtual camera from the second camera position to the first camera position when the predetermined condition is no longer satisfied, and the sound collection point control unit further performs microphone position return control for returning the position of the virtual microphone from the second microphone position to the first microphone position at the time of the camera position return process program.
3. In the program of Claim 1, the first camera position is the viewpoint of the object, and the second camera position is a position for capturing the object within the field of view program.
4. In the program of Claim 1, The first camera position and the second camera position are positions for capturing the object within the field of view. Program.
5. A storage unit that stores the program according to any one of Claims 1 to 4, and a control unit that executes the program. An audio-visual control device.
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