Program and acoustic control device

The program enhances user experience in virtual space services by using acoustic processing and output units to apply scene-specific acoustic effects to voices in virtual environments, addressing the challenge of providing suitable voices for the scene.

JP2025091817AInactive Publication Date: 2025-06-19CAPCOM CO LTD
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Patent Information

Application Number
JP2023207287
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-07
Publication Date
2025-06-19
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing virtual space services, such as games, struggle to provide voices that are suitable for the scene, leading to suboptimal user experiences.

Method used

A program that enables a computer system to function as an acoustic processing unit and an acoustic output unit, using a speaker to output voices in a virtual space with distinct acoustic effects for different areas, and a boundary sound source to determine the appropriate acoustic effect based on the virtual microphone's location.

Benefits of technology

This solution improves user experience by ensuring that voices in virtual space services are appropriately enhanced with acoustic effects, enhancing the immersion and realism of the virtual environment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve a user experience.SOLUTION: In a virtual space, a first area 51 and a second area 52 that are adjacent mutually are provided. An acoustic effect added to a voice in the virtual space is correlated with each of the first area 51 and the second area 52. A boundary sound source 65 that is a virtual sound source is disposed in a boundary between the first area 51 and the second area 52. An acoustic processing section adds an acoustic effect correlated with an area positioned on a side close to a virtual microphone 62 in a boundary sound source 65 in the first area 51 and the second area 52 to a boundary voice that is a voice of the boundary sound source 65 obtained by the virtual microphone 62 disposed in the virtual space. An acoustic output section allows a speaker to output the boundary voice to which an acoustic effect is added by the acoustic processing section.SELECTED DRAWING: Figure 2
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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 play voices in a virtual space. For example, in Patent Document 1, voices such as gunshots are played in 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 the user experience, it is desirable to play voices suitable for the scene.

[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 an acoustic processing unit and an acoustic output unit, wherein the computer system is used together with a speaker for outputting voices in a virtual space, wherein the virtual space is provided with a first area and a second area adjacent to each other, wherein an acoustic effect added to the voices in the virtual space is associated with each of the first area and the second area, At the boundary between the first area and the second area, a boundary sound source, which is a virtual sound source, is arranged. The acoustic processing unit adds an acoustic effect associated with the area located on the side closer to the virtual microphone at the boundary sound source among the first area and the second area to the boundary sound, which is the sound of the boundary sound source obtained by the virtual microphone arranged in the virtual space. The acoustic output unit causes the speaker to output the boundary sound to which the acoustic effect has been added by the acoustic processing unit. It is a program.

[0007] In a first aspect, In the virtual space, a determination area, which is a region within a predetermined range based on the boundary sound source and has a first region part belonging to the first area and a second region part belonging to the second area, may be set. When the first region part among the first region part and the second region part is closer to the virtual microphone, the acoustic processing unit adds the acoustic effect associated with the first area to the boundary sound, and when the second region part among the first region part and the second region part is closer to the virtual microphone, the acoustic processing unit may add the acoustic effect associated with the second area to the boundary sound.

[0008] In a first aspect, The computer system may be caused to function as a display processing unit. The computer system may be used together with a display for displaying an image of the virtual space. The display processing unit may cause the display to display an image of the virtual space obtained by a virtual camera arranged in the virtual space. The acoustic processing unit may move the virtual microphone within the virtual space so as to follow the movement of the virtual camera within the virtual space.

[0009] A second aspect is a storage unit that stores the program of the first aspect, and a control unit that executes the program. It is an audio control device.

Effect 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

Mode for Carrying Out the Invention

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

[0013] (Description of the Game) The game in the following description is a game (video game) performed in a virtual space. The virtual space is a three-dimensional game space and is displayed on a display as an image. Objects are arranged in the virtual space. Examples of objects include a player character operated by a player (a user who plays the game), a non-player character operated by a computer, and the like. The player is an example of a user.

[0014] In addition, the objects include sound source objects that serve as virtual sound sources in the virtual space. Examples of sound source objects include objects that operate in the virtual space and objects that only output sound in the virtual space. The player character and non-player characters can become sound source objects. And 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.

[0015] Hereinafter, for convenience of explanation, as an example of the game, a "fighting action game in which the player character attacks and defeats the enemy character" will be 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 and the like.

[0016] (Game device) FIG. 1 illustrates the configuration of the game device 10 according to the embodiment. The game device 10 executes a game in response to an operation by the user. An external connection or built-in of the game device 10 includes a display 21, a speaker 22, and a controller 23. The game device 10 is an example of an acoustic control device.

[0017] For the game device 10, commercially available devices such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), and Nintendo Switch (registered trademark) can be used.

[0018] In the game device 10, the game progresses based on the installed game program and game data. The game devices 10 can perform data communication with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0019] 〔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 processing unit 14, a memory unit 15, and a control unit 16. The network interface 11, the graphic processing unit 12, the audio processing unit 13, the operation processing unit 14, and the memory unit 15 are electrically connected to the control unit 16 via a bus 17.

[0020] The network interface 11 is communicably connected to a communication network (not shown), for example, to transmit and receive various data to and from other game devices 10 and external server devices (not shown).

[0021] The graphic processing unit 12 is connected to a display 21 (for example, a liquid crystal display) either wired or wirelessly. The graphic processing unit 12 draws a game image including various objects in a virtual space in video format according to game image information (image data) output from the control unit 16. The game image drawn in video format (image within the virtual space) is displayed on the display 21 as a game screen.

[0022] The audio processing unit 13 is connected to a speaker 22 either wired or wirelessly. The audio processing unit 13 reproduces digital game sounds according to instructions from the control unit 16. Specifically, the audio processing unit 13 converts the audio data output by the control unit 16 into an analog signal and outputs it to the speaker 22.

[0023] 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 around the listener (for example, the game player), such as on the left and right, front and back, and above, so that three-dimensional sound reproduction is possible.

[0024] The operation processing unit 14 is connected to the controller 23 by wire or wirelessly. The operation processing unit 14 transmits and receives signals to and from the controller 23. A game player inputs signals (such as commands and data) to the game device 10 by operating various operators such as the buttons of the controller 23.

[0025] 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 game data, various programs including game programs, etc. Examples of game data include game media, user account information, etc.

[0026] Also, the storage unit 15 stores various kinds of audio data indicating various kinds of sounds prepared in advance. The various kinds of audio data include audio data indicating sounds output from a sound source object, audio data indicating music (BGM) played in a virtual space, audio data indicating sound effects, etc.

[0027] 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 and data for operating the CPU are stored in the semiconductor memory.

[0028] 〔Functional configuration of the control unit〕 The control unit 16 of the game device 10 has a game progress unit 100, a display processing unit 101, an acoustic processing unit 102, and an acoustic output unit 103. Specifically, the control unit 16 functions as the game progress unit 100, the display processing unit 101, the acoustic processing unit 102, and the acoustic output unit 103 by executing a game program.

[0029] 〈Game progress unit (virtual space control unit)〉 The game progress unit 100 progresses a game that is carried out in a virtual space. The game progress unit 100 is an example of a virtual space control unit that controls a virtual space.

[0030] 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). Further, the game progress unit 100 also operates non-player characters and predetermined objects (such as vehicles, etc.) in the virtual space. 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.

[0031] For example, the game progress unit 100 advances (controls) the game performed in the virtual space by controlling (generating or updating) the three-dimensional data indicating the virtual space so that the operations input to the controller 23 are reflected in the virtual space.

[0032] The three-dimensional data indicating the virtual space includes well-known data for constructing the virtual space, such as data regarding the coordinate system (e.g., world coordinate system) serving as the reference for directions in the virtual space, data regarding the coordinate systems (e.g., local coordinate systems) of various objects arranged in the virtual space, and data regarding the shapes of various objects. By controlling the three-dimensional data indicating the virtual space, the movement of the objects in the virtual space can be controlled.

[0033] 〈Display processing unit〉 The display processing unit 101 generates an image of the virtual space (game image in this example) controlled by the game progress unit 100. Specifically, the display processing unit 101 generates image data indicating an image of the virtual space based on the three-dimensional data (three-dimensional data indicating the virtual space) controlled by the game progress unit 100. The process of generating an image from three-dimensional data is a well-known process (such as coordinate transformation and projection transformation, etc.).

[0034] Then, the display processing unit 101 causes the image generated as described above to be reproduced (displayed) on the display 21. In this example, the display processing unit 101 supplies the image data generated as described above to the graphic processing unit 12. As a result, the image of the virtual space shown in the image data is reproduced (displayed) on the display 21.

[0035] As shown in FIG. 2, a virtual camera 61 is arranged in the virtual space. The virtual camera 61 is arranged near the player character C1. The virtual camera 61 is a virtual viewer (viewpoint), for example, a reference point for reproducing the viewpoint of the player character C1. The display processing unit 101 changes the orientation of the virtual camera 61 so as to follow the orientation of the player character C1. Also, the display processing unit 101 moves the virtual camera 61 within the virtual space so as to follow the movement of the player character C1. Then, the display processing unit 101 causes the image of the virtual space obtained by the virtual camera 61 to be displayed on the display 21.

[0036] Specifically, the display processing unit 101 generates image data indicating the above image according to the shooting situation of the virtual camera 61 (for example, the position and orientation of the virtual camera 61 with respect to the object in the virtual space, the orientation of the virtual camera 61, the orientation of the object, etc.) so that the image displayed on the display 21 is an image including the image obtained by the virtual camera 61. The image (image data) obtained by the virtual camera 61 is an image (image data) generated according to the shooting situation of the virtual camera 61.

[0037] <Acoustic Processing Unit> The audio processing unit 102 generates the sound of the virtual space (game sound in this example) controlled by the game progress unit 100. The sound of the virtual space is the sound corresponding to the situation in the virtual space (such as the movement of objects). Specifically, the audio processing unit 102 selects the audio data to be played from the audio data (various types of pre-prepared audio data) stored in the storage unit 15 according to the situation in the virtual space (the progress situation of the game in this example), and based on the selected audio data (or the new audio data obtained by synthesizing the selected multiple audio data), generates the audio data indicating the sound corresponding to the situation in the virtual space.

[0038] 《Audio-Visual Localization Processing》 In this example, the audio processing unit 102 performs audio-visual localization processing. The audio-visual localization processing is the processing of localizing the position of the sound source felt by a human (player) to a predetermined virtual position (such as the position of the sound source object) in the virtual space.

[0039] As shown in FIG. 2, a virtual microphone 62 is arranged in the virtual space. The virtual microphone 62 is arranged near the player character C1 together with the virtual camera 61. The virtual microphone 62 is a virtual listener (sound collection point) and is the reference point for audio-visual localization in the audio-visual localization processing. The audio processing unit 102 moves the virtual microphone 62 in the virtual space so as to follow the movement of the player character C1 and the virtual camera 61. Then, the audio processing unit 102 reproduces (outputs) the sound obtained by the virtual microphone 62 to the speaker 22.

[0040] Specifically, in the audio localization process, the audio processing unit 102 makes the audio reproduced (output) from the speaker 22 become audio including the audio obtained by the virtual microphone 62. Specifically, the audio processing unit 102 generates audio data indicating the above audio according to the sound collection situation of the virtual microphone 62 (for example, the position and direction of the virtual microphone 62 with respect to the sound source object in the virtual space, the volume and direction of the audio output from the sound source object, the orientation of the virtual microphone 62, the orientation of the sound source object, etc.). The audio (audio data) obtained by the virtual microphone 62 is audio (audio data) generated according to the sound collection situation of the virtual microphone 62. The audio output from the sound source object is audio (pre-prepared audio) associated with the sound source object.

[0041] By processing the audio data generated by the audio localization process with the audio processing unit 13, it becomes possible to output from the speaker 22 the audio 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 62.

[0042] 《Acoustic Effect Application Process》 In addition, the audio processing unit 102 performs an acoustic effect application process. In this example, the audio processing unit 102 applies an acoustic effect to the audio generated by the audio localization process. Examples of acoustic effects include volume adjustment, reverb (application of reverberation sound and reflection sound), and the like.

[0043] As shown in FIG. 2, a plurality of areas including a first area 51 and a second area 52 are provided in the virtual space. The first area 51 and the second area 52 are adjacent to each other.

[0044] In this example, at the boundary between the first area 51 and the second area 52, a communication part (for example, an opening) that communicates the first area 51 and the second area 52 is provided. The player character C1 can move between the first area 51 and the second area 52 via the communication part between the first area 51 and the second area 52. For example, each of the first area 51 and the second area 52 is an area (closed space) surrounded by a shield (object) such as a wall.

[0045] Note that the first area 51 and the second area 52 may be immovable (no passage). For example, an object such as a window may be provided to block the communication part between the first area 51 and the second area 52.

[0046] At the boundary between the first area 51 and the second area 52, a boundary sound source 65 which is a virtual sound source (sound source object) is arranged. The boundary sound source 65 is arranged on the boundary line between the first area 51 and the second area 52 at the communication part between the first area 51 and the second area 52. For example, the boundary sound source 65 is an object such as a door or a window.

[0047] An acoustic effect given to the sound in the virtual space is associated with each of a plurality of areas including the first area 51 and the second area 52. In this example, the storage unit 15 stores acoustic effect information which is information indicating the acoustic effects associated with each of the plurality of areas.

[0048] In the acoustic effect adding process, the acoustic processing unit 102 adds the acoustic effect associated with the "area located on the side closer to the virtual microphone 62 in the boundary sound source 65" among the first area 51 and the second area 52 to the boundary sound which is the sound of the boundary sound source 65 obtained by the virtual microphone 62 arranged in the virtual space. In this example, the acoustic processing unit 102 detects the acoustic effect corresponding to the "area located on the side closer to the virtual microphone 62 in the boundary sound source 65" from the acoustic effect information stored in the storage unit 15, and performs processing for adding the acoustic effect to the sound data indicating the boundary sound so that the detected acoustic effect is added to the boundary sound.

[0049] Note that in this example, a determination area 55 is set in the virtual space. The determination area 55 is an area within a predetermined range with the boundary sound source 65 as a reference. The determination area 55 has a first area part 56 belonging to the first area 51 and a second area part 57 belonging to the second area 52. For example, the determination area 55 is a rectangular parallelepiped-shaped area straddling the first area 51 and the second area 52.

[0050] In the acoustic effect application process, when the first region part 56 of the first region part 56 and the second region part 57 is close to the virtual microphone 62, the acoustic processing unit 102 adds the acoustic effect associated with the first area 51 to the boundary voice. Further, when the second region part 57 of the first region part 56 and the second region part 57 is close to the virtual microphone 62, the acoustic processing unit 102 adds the acoustic effect associated with the second area 52 to the boundary voice.

[0051] For example, the acoustic processing unit 102 performs ray casting with the virtual microphone 62 as a reference (starting point) to derive the distance from the virtual microphone 62 to the first region part 56 (or the second region part 57), and determines which of the first region part 56 and the second region part 57 is closer to the virtual microphone 62. Ray casting is a method of radiating straight lines (virtual light rays) radially from the starting point and deriving the distance from the virtual microphone 62 to the object based on the distance to the intersection point of those straight lines and the object (the first region part 56 and the second region part 57).

[0052] 〈Acoustic output unit〉 The acoustic output unit 103 causes the speaker 22 to reproduce (output) the voice processed (generated) by the acoustic processing unit 102. In this example, the acoustic output unit 103 supplies the voice data generated by the acoustic processing unit 102 to the audio processing unit 13. Thereby, the voice in the virtual space indicated by the voice data is reproduced (output) from the speaker 22.

[0053] Further, the acoustic output unit 103 causes the speaker 22 to output the boundary voice to which the acoustic effect has been added by the acoustic processing unit 102. Specifically, by supplying voice data (voice data generated by the acoustic processing unit 102) indicating the voice including the boundary voice to which the acoustic effect has been added by the acoustic processing unit 102 to the audio processing unit 13, the voice including the boundary voice to which the acoustic effect has been added is output from the speaker 22.

[0054] 〔Comparison between the embodiment and the comparative example〕 Next, the embodiments and comparative examples will be described by comparison. Hereinafter, for convenience of explanation, in the description of the components in the comparative example, the reference numerals of the components in the embodiment are used. Also, the comparative example in the following description differs from the embodiment in that it does not determine "which of the first region portion 56 and the second region portion 57 is closer to the virtual microphone 62" in the acoustic effect imparting process. Other processes in the comparative example are the same as those in the embodiment.

[0055] In the above comparative example, since it is uncertain which of the first area 51 and the second area 52 the boundary sound source 65 belongs to, it is difficult to appropriately impart an acoustic effect to the boundary sound output from the boundary sound source 65. For example, if the boundary sound source 65 is a "door" and the boundary sound is the "sound of the door opening", when the player character C1 located in the first area 51 opens the "door", if it is determined that the "door" belongs to the second area 52, it is determined that the "sound of the door opening" is output in the second area 52 on the other side of the "door" as seen from the player character C1. In this case, the "sound of the door opening" does not reach the virtual microphone 62 located in the first area 51 together with the player character C1.

[0056] On the other hand, in the embodiment, by determining which of the first region portion 56 and the second region portion 57 is closer to the virtual microphone 62, it is possible to appropriately determine to which of the first area 51 and the second area 52 the boundary sound source 65 should belong. For example, when the player character C1 located in the first area 51 opens the "door", it can be determined that the "door" belongs to the first area 51, so it becomes possible to deliver the "sound of the door opening" to the virtual microphone 62 located in the first area 51 together with the player character C1.

[0057] Summary of the Embodiment To summarize the above, the program (game program) of the embodiment is a program that causes a computer system having one computer or a plurality of cooperating computers to function as an acoustic processing unit 102 and an acoustic output unit 103. The computer system is used together with a speaker 22 for outputting voices in a virtual space. In the virtual space, a first area 51 and a second area 52 adjacent to each other are provided, and an acoustic effect added to the voice in the virtual space is associated with each of the first area 51 and the second area 52. A boundary sound source 65, which is a virtual sound source, is arranged at the boundary between the first area 51 and the second area 52. The acoustic processing unit 102 adds an acoustic effect associated with the area located on the side closer to the virtual microphone 62 in the boundary sound source 65 among the first area 51 and the second area 52 to the boundary voice, which is the voice of the boundary sound source 65 obtained by the virtual microphone 62 arranged in the virtual space. The acoustic output unit 103 causes the speaker 22 to output the boundary voice to which the acoustic effect has been added by the acoustic processing unit 102.

[0058] The acoustic control device (game device 10) of the embodiment includes a storage unit 15 that stores the above program and a control unit 16 that executes the above program.

[0059] 〔Effects of the Embodiment〕 As described above, in the embodiment, an acoustic effect associated with the area located on the side closer to the virtual microphone 62 in the boundary sound source 65 among the first area 51 and the second area 52 is added to the boundary voice, which is the voice of the boundary sound source 65 obtained by the virtual microphone 62 arranged in the virtual space. Thereby, it is possible to appropriately determine which of the first area 51 and the second area 52 the boundary sound source 65 should belong to, so that an acoustic effect can be appropriately imparted to the boundary voice output from the boundary sound source 65. As a result, since the boundary voice to which an appropriate acoustic effect has been imparted can be reproduced (output) from the speaker 22, the user experience can be improved.

[0060] (Other Embodiments) In the above description, it may be configured or set as follows.

[0061] The shape of the determination area 55 may be other shapes than a rectangular parallelepiped shape.

[0062] In order to determine which of the first area 51 and the second area 52 is the "area located closer to the virtual microphone 62 in the boundary sound source 65", the virtual microphone 62 may be used, or instead of the virtual microphone 62, a virtual camera 61 (or player character C1) arranged in the vicinity of the virtual microphone 62 may be used. For example, ray casting may be performed based on the virtual camera 61 (or player character C1).

[0063] The display 21 may be provided on a head-mounted display worn by the player. The virtual space may be a "virtual reality space where virtual reality (VR) can be experienced".

[0064] The voice data does not necessarily have to be prepared in advance. For example, the acoustic processing unit 102 may synthesize or generate voice data each time based on some data (for example, voice data stored in the storage unit 15) or information.

[0065] The speaker 22 may be a stationary speaker or a wearable speaker such as earphones or headphones.

[0066] The image of the virtual space may be a first-person perspective image or a third-person perspective image.

[0067] Also, the game program may be implemented as a game program for so-called online games. 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 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.

[0068] In addition, in the above description, as an example of the virtual space, a virtual space (game 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) in which avatars communicate with each other. In other words, the services provided in the virtual space are not limited to games. For example, the services provided in the virtual space may be the provision of a business transaction venue, the provision of a communication venue, and the like.

[0069] 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 Reference Numerals

[0070] 10 Game device (audio 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 51 First area 52 Second area 55 Judgment area 56 First area part 57 Second area part 61 Virtual camera 62 Virtual microphone 65 Boundary sound source 100 Game progress part (virtual space control part) 101 Display processing part 102 Acoustic processing part 103 Acoustic output part

Claims

1. A program that causes a computer system having one computer or a plurality of cooperating computers to function as an acoustic processing unit and an acoustic output unit, The computer system is used together with a speaker for outputting voices in a virtual space, In the virtual space, a first area and a second area adjacent to each other are provided, An acoustic effect added to the voices in the virtual space is associated with each of the first area and the second area, At the boundary between the first area and the second area, a boundary sound source which is a virtual sound source is arranged, The acoustic processing unit adds, to the boundary voice which is the voice of the boundary sound source obtained by a virtual microphone arranged in the virtual space, the acoustic effect associated with the area located on the side closer to the virtual microphone at the boundary sound source among the first area and the second area, The acoustic output unit causes the speaker to output the boundary voice to which the acoustic effect has been added by the acoustic processing unit Program.

2. In the program of Claim 1, In the virtual space, a determination area which is a region within a predetermined range based on the boundary sound source and which has a first region part belonging to the first area and a second region part belonging to the second area is set, When the first region part among the first region part and the second region part is closer to the virtual microphone, the acoustic processing unit adds the acoustic effect associated with the first area to the boundary voice, and when the second region part among the first region part and the second region part is closer to the virtual microphone, the acoustic processing unit adds the acoustic effect associated with the second area to the boundary voice Program.

3. In the program of Claim 1, The computer system is caused to function as a display processing unit, The computer system is used together with a display for displaying an image of the virtual space. The display processing unit causes the display to display an image of the virtual space obtained by a virtual camera disposed in the virtual space. The acoustic processing unit moves the virtual microphone in the virtual space so as to follow the movement of the virtual camera in the virtual space. Program.

4. A storage unit that stores any one of the programs according to claims 1 to 3; And a control unit that executes the program. Acoustic control device.

Citation Information

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