Acoustic control device, acoustic control system and program

The acoustic control device uses rays to dynamically adjust sound parameters in virtual spaces, addressing the limitations of preset controls by enhancing realism and adaptability through spatial determination and statistical processing.

JP2025121128APending Publication Date: 2025-08-19BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2024016372
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-06
Publication Date
2025-08-19

AI Technical Summary

Technical Problem

Conventional sound control in virtual spaces is based on preset parameters, lacking real-time adaptability and realism, and fails to accurately account for spatial obstructions and sound diffraction.

Method used

An acoustic control device that uses rays to dynamically determine virtual space characteristics, adjusting sound parameters based on ray interactions with obstacles and sound sources, incorporating statistical processing and game situation awareness to enhance realism.

Benefits of technology

Enables realistic sound control in virtual environments by accurately determining space and adjusting sound parameters in real-time, reducing processing load and ensuring natural sound perception.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an acoustic control device or the like for enabling real acoustic control by appropriately determining a space by using ray in the case of controlling acoustic in a virtual space.SOLUTION: One or more rays are transmitted from a prescribed position in a given direction at each prescribed unit time in a virtual space. If the rays satisfy a first condition, a direction of the rays is changed to a direction different from a direction in which the rays satisfy the first condition. A prescribed parameter is set on the basis of information of a ray until the ray satisfies a second condition. An acoustic is controlled on the basis of the prescribed parameter.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

[0001] The present invention relates to an audio control device, an audio control system, and a program. [Background technology]

[0002] Conventionally, there have been devices for controlling the sound in a virtual space. In a conventional technique, for example, parameters are set in advance in a building or dungeon in a virtual space, and the sound at an observation point is controlled.

[0003] Furthermore, the technology disclosed in Patent Document 1 casts multiple vectors (rays) to an object in a virtual space, calculates the average length of the vectors to the object, and adds effects to the audio being played (see, for example, paragraphs 0054 and 0073 of Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7071649 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in the conventional technology, sound control is performed based on preset parameters, and therefore real-time sound control is not possible.

[0006] In addition, it is expected that the sounds reproduced in the virtual space will be controlled in a realistic manner that conforms to reality.

[0007] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide an acoustic control device etc. that can appropriately judge the space using rays when controlling the acoustics of a virtual space, thereby enabling realistic acoustic control. [Means for solving the problem]

[0008] (1) The present invention provides An acoustic control device that places a sound source in a virtual space and performs acoustic control of the virtual space with respect to an observation point placed in the virtual space based on sound source information of the sound source, a transmitter that transmits one or more rays in a given direction from a given position in the virtual space for each predetermined unit time; a ray control unit that, when the ray satisfies a first condition, changes the direction of the ray to a direction different from the direction in which the ray satisfies the first condition; a parameter control unit that sets predetermined parameters based on information about the ray until the ray satisfies the second condition; an audio control unit that controls audio based on the predetermined parameters; The present invention relates to an acoustic control device comprising:

[0009] The present invention also relates to an audio control system including the above-mentioned units. The present invention also relates to a server device including the above-mentioned units. The present invention also relates to a terminal device (game device) including the above-mentioned units. The present invention also relates to a program that causes a computer to function as the above-mentioned units. The present invention also relates to a computer-readable information storage medium that stores a program that causes a computer to function as the above-mentioned units.

[0010] When controlling the sound in a virtual space, the present invention uses rays to appropriately determine the space, making it possible to control the sound in a realistic manner.

[0011] (2) In addition, the acoustic control device, the acoustic control system, and the program according to the present invention include: The parameter control unit A spatial parameter is set as the predetermined parameter, The acoustic control unit The sound may be controlled based on the spatial parameters.

[0012] According to the present invention, when controlling spatial acoustics such as reverberation in a virtual space, rays are used to appropriately determine the space, making it possible to control the acoustics of a realistic space.

[0013] (3) In addition, the acoustic control device, the acoustic control system, and the program according to the present invention include: The parameter control unit As the predetermined parameter, a shielding parameter of a sound source is set, The acoustic control unit The sound may be controlled based on the occlusion parameters.

[0014] According to the present invention, when controlling the sound of a space where there is an obstruction in the virtual space, it is possible to appropriately determine the obstructed space using rays and control the sound.

[0015] (4) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The parameter control unit As the predetermined parameter, a diffraction parameter of the sound source is set, The acoustic control unit The sound may be controlled based on the diffraction parameters.

[0016] According to the present invention, it is possible to appropriately determine the space using rays and to control the sound by diffracting the sound (sound waves) in a realistic virtual space.

[0017] (5) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The parameter control unit A statistical process may be performed on ray information for a predetermined period, and the predetermined parameters may be set based on the results of the statistical process.

[0018] According to the present invention, it is possible to efficiently set predetermined parameters based on the results of statistical processing.

[0019] (6) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The parameter control unit The predetermined parameters may be set based on information about a ray connecting the observation point and the sound source.

[0020] According to the present invention, predetermined parameters are set based on information about rays connecting observation points and sound sources, making it possible to control realistic sound.

[0021] (7) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The acoustic control unit The position of the sound source may be changed based on the ray information.

[0022] According to the present invention, realistic sound can be controlled by changing the position of the sound source based on ray information.

[0023] (8) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The transmitting unit The given position may be a position based on the observation point or a position based on the sound source.

[0024] According to the present invention, rays are emitted from a position based on an observation point or a position based on the sound source, so that the space can be appropriately determined using rays, and realistic sound can be controlled.

[0025] (9) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The parameter control unit The ray emitted from the given position until the direction is changed may be defined as a first ray, and the ray after the direction is changed may be defined as a second ray, and predetermined parameters may be set based on information about the first ray and information about the second ray.

[0026] According to the present invention, predetermined parameters are set based on information about the first ray and information about the second ray, so that the rays can be used to more appropriately determine the perception of space and control realistic sound.

[0027] (10) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The parameter control unit A predetermined parameter may be set based on the distance of the first ray and the distance of the second ray, and / or a predetermined parameter may be set based on the number of the first rays and the number of the second rays.

[0028] According to the present invention, predetermined parameters are set based on the distance of the first ray and the distance of the second ray, and / or based on the number of the first rays and the number of the second rays, so that the rays can be used to more appropriately determine the perception of space and to control realistic sound.

[0029] (11) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The ray control unit If the second ray satisfies the first condition, changing the direction of the ray to a direction different from the direction of the second ray; The parameter control unit The ray obtained after changing the direction of the second ray may be regarded as a third ray, and predetermined parameters may be set based on information about the first ray, information about the second ray, and information about the third ray.

[0030] According to the present invention, predetermined parameters are set based not only on information about the first ray and information about the second ray, but also on information about the third ray, so that the rays can be used to more appropriately determine the perception of space and control realistic sound.

[0031] (12) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The ray control unit The information of the second ray may be changed based on the situation when the first condition is satisfied.

[0032] According to the present invention, it is possible to change the appropriate ray information depending on the situation when the first condition is met.

[0033] (13) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The parameter control unit The predetermined parameter may be set based on a situation when the first condition is satisfied and / or a situation when the second condition is satisfied.

[0034] According to the present invention, it is possible to set appropriate predetermined parameters according to the situation when the first condition is satisfied and / or the situation when the second condition is satisfied.

[0035] (14) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The game device may further include an information control unit that controls at least one of information related to the transmission of the ray and information related to the control of the ray based on the game situation.

[0036] According to the present invention, information related to ray emission and / or information related to ray control is controlled based on the game situation, so that ray emission and / or ray control can be performed appropriately according to the game situation. As a result, the present invention can reduce the processing load according to the game situation and perform sound control according to the game situation.

[0037] (15) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The information control unit The number of rays to be emitted from the given position may be determined based on the game situation.

[0038] According to the present invention, the number of rays can be determined appropriately depending on the game situation.

[0039] (16) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The information control unit Ray's information may be set based on the game situation.

[0040] According to the present invention, ray information (for example, ray distance, ray direction, ray bias, movement speed, movement period, etc.) can be set appropriately depending on the game situation.

[0041] (17) Furthermore, in the acoustic control device, the acoustic control system, and the program according to the present invention, The acoustic control unit The sound may be corrected based on the difference between the past sound and the current sound.

[0042] According to the present invention, since the sound is corrected, it is possible to provide natural sound that does not give a sense of incongruity to the listener. [Brief explanation of the drawings]

[0043] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of an acoustic control system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing functional blocks of a server device according to the embodiment. [Figure 3] FIG. 2 is a diagram showing functional blocks of the terminal device according to the embodiment. [Figure 4] 1A and 1B are explanatory diagrams of acoustic control using rays according to the present embodiment. [Figure 5] FIG. 3 is an explanatory diagram of first and second rays according to the present embodiment. [Figure 6] 1A and 1B are explanatory diagrams of acoustic control using rays according to the present embodiment. [Figure 7] 1A and 1B are explanatory diagrams of acoustic control using rays according to the present embodiment. [Figure 8] 1A and 1B are explanatory diagrams of acoustic control using rays according to the present embodiment. [Figure 9] FIG. 3 is an explanatory diagram of the first, second, and third rays of the present embodiment. [Figure 10] 1 is a flowchart showing an example of a processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0044] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.

[0045] [1] Sound control system First, an overview and schematic configuration of an acoustic control system (for example, a game system) according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the acoustic control system according to this embodiment.

[0046] The server device 10 is an information processing device capable of providing a given service using a terminal device (game device) 20 connected for communication via the Internet (an example of a network).

[0047] The terminal device 20 is an information processing device such as a terminal device, smartphone, mobile phone, PHS, computer, terminal device, PDA, portable game console, image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or LAN.

[0048] [1.1] Sound control system configured as a client-server model As shown in FIG. 1, the acoustic control system of this embodiment is configured such that a server device 10 and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) are connectable to the Internet (an example of a network).

[0049] By accessing the server device 10 from the terminal device 20, the player can play the game based on information transmitted from the server device 10 via the Internet.

[0050] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device 20.

[0051] It should be noted that the various processes relating to the present invention may be performed only by the server device 10, or may be performed only by the terminal device 20.

[0052] [1.2] Terminal equipment The sound control system of this embodiment may be realized by a single terminal device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.

[0053] Furthermore, in this embodiment, the present invention may be realized by the terminal device 20 alone, without being connected to the server device 10. For example, the present invention may be realized by a plurality of terminal devices 20 through P2P (peer-to-peer) communication.

[0054] A plurality of such terminal devices may be connected by wire or wirelessly, and one terminal device may function as a host (server device 10), and the system may be realized by the plurality of terminal devices.

[0055] The terminal device is not limited to a terminal device, but also includes a tablet information terminal device and a personal computer. The device may be a computer or a terminal device (casing) installed in an amusement park.

[0056] [1.3] Cloud-based sound control system The sound control system of this embodiment may also be a cloud-based sound control system. For example, in a cloud-based sound control system, basic processing (including game processing, drawing processing, etc.) is performed solely by the server device 10 (cloud device), and the terminal device 20 only controls the display of the processing results of the server device 10 (cloud device). The terminal device 20 also transmits information such as input information (operation information) of the controller to the server device 10. In this case, the terminal device 20 may also transmit information other than the input information.

[0057] Furthermore, in this embodiment, except for input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing input and image display by streaming.

[0058] Furthermore, the sound control system may store the information stored in the server device 10 and the information stored in the terminal device 20 in a given storage area on the Internet.

[0059] [1.4] Terminal device with multiple controllers In this embodiment, one terminal device 20 may be equipped with multiple controllers (input units 260). When multiple players play a game using their own controllers on one terminal device 20, it is assumed that the multiple players are actually close to each other.

[0060] [1.5] Examples of social games In this embodiment, the SNS server may function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple players.

[0061] Furthermore, in this embodiment, for example, when functioning as an SNS server, it is possible to provide a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS that is provided.

[0062] Unlike existing online games, social games include games that can be played using only a web browser and an SNS account, without requiring dedicated client software. In addition, this embodiment has a configuration that can provide an online game in which players can connect to other players' terminal devices 20 via a network and simultaneously share the same game progress online.

[0063] [1.6] Example of a browser game In particular, in this embodiment, games may be provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0064] The terminal device 20 also has a web browser capable of viewing web pages (HTML format data). That is, the terminal device 20 has a communication control function for communicating with the server device 10, a display control function using data received from the server device 10 (web data, data created in HTML format, etc.), and a function for transmitting player operation data to the server device 10. The terminal device 20 is provided with a web browser function for transmitting information to the server device 10, and executes various processes for providing a screen to the player, allowing the player to play the game. However, the terminal device 20 may also acquire game control information provided from the server device 10, execute predetermined game processing, and play a game based on the game processing.

[0065] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may be configured to use an API as necessary to cause the server device 10 functioning as an SNS server to perform predetermined processing, or to obtain player information and the like managed by the server device 10 functioning as an SNS server, and then execute the game.

[0066] [1.7] Other In this embodiment, the server device 10 may be configured with one (device, processor) or multiple (devices, processors). Information (e.g., player information, game information, etc.) stored in the storage area (storage unit 170 described later) of the server device 10 may be stored in a database (broadly speaking, a storage device, a memory) connected via a network (an intranet or the Internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0067] [2] Server device Next, the server device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of this embodiment. In this embodiment, some of the components (each unit) of Fig. 2 may be omitted.

[0068] In this embodiment, the system includes an input unit 160 for use in input by the administrator and others, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with the terminal device 20 and others, a processing unit 100 that mainly executes processing related to the game to be provided, and a memory unit 170 that mainly stores various data used in the game.

[0069] The input unit 160 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 160 in this embodiment is configured with a mouse, keyboard, and the like.

[0070] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0071] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0072] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 170 may be managed by a database.

[0073] In addition to the main memory unit 171, the memory unit 170 of this embodiment also has an image buffer 172, a game data memory unit 174 in which game information indicating information related to the game is stored, a player information memory unit (user information memory unit) 176, and a predetermined parameter memory unit 177.

[0074] In particular, the game data storage unit 174 stores information about the virtual space (game field) in which the game is played, information about the virtual camera, setting values used in the game, and the like.

[0075] Furthermore, player information (user information) is stored in association with a player ID (user ID) for each player (user) in the player information storage unit 176. The player ID is identification information for identifying a player.

[0076] The player information includes input information (operation information) of the player. Furthermore, the player information may be a concept that includes not only information about the player associated with the player, but also information about the player's game media (for example, game media such as characters, cards, and items owned by the player).

[0077] Predetermined parameters related to sound are stored in the predetermined parameter storage unit 177. For example, the predetermined parameter storage unit 177 stores predetermined parameters related to sound for each player.

[0078] The processing unit 100 performs various processes using a main memory unit 171 in the memory unit 170 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0079] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0080] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes to provide various services in response to requests from the terminal device 20.

[0081] The processing unit 100 works in conjunction with the terminal device 20 and executes game processing for the game provided in this embodiment for each player based on input from the player input via the terminal device 20.

[0082] In this embodiment, the server device 10 may perform part or all of the processing of the processing unit 100, or the terminal device 20 may perform part of the processing of the processing unit 100.

[0083] The processing unit 100 includes a game processing unit 111, a display control unit 112, a virtual space control unit 113, a virtual camera control unit 114, a reception unit 119, a communication control unit 120, a management unit 122, an image generation unit 130, a sound processing unit 140, a transmission unit 141, a ray control unit 142, a parameter control unit 143, an audio control unit 144, and an information control unit 145.

[0084] The game processing unit 111 progresses the game in a first virtual space in which characters performing predetermined actions and background objects are placed.

[0085] The game processing unit 111 executes game processing based on input information (operation information) from a player. For example, the game processing unit 111 may receive input information (operation information) from a player from the player's terminal device 20 and execute game processing.

[0086] The display control unit 112 displays the screen (image) generated by the server device 10 on the display of the terminal device 20. In other words, the display destination of the screen (image) generated by the server device 10 is the display device 290 of the terminal device 20.

[0087] The display control unit 112 displays a game screen in the first virtual space on a display unit (for example, the display unit of the player's terminal device 20). When a predetermined condition is satisfied, the display control unit 112 transitions from the game screen to a presentation screen that presents a presentation of a character in the second virtual space.

[0088] The display control unit 112 controls the display of screens (game images, effect images) displayed on the terminal device 20 of each player.

[0089] The virtual space control unit 113 controls the placement of sound sources, observation points, given objects, etc. in the virtual space. In other words, the virtual space control unit 113 generates the virtual space.

[0090] The virtual camera control unit 114 controls a given virtual camera placed in the virtual space.

[0091] That is, the virtual camera control unit 114 performs control processing of the virtual camera (viewpoint) for generating an image that can be seen from a given (arbitrary) viewpoint in the object space.

[0092] Specifically, when generating a three-dimensional image, the virtual camera control unit 114 performs processing to control the position (X, Y, Z) and rotation angle of the virtual camera in the world coordinate system (for example, the rotation angle when rotating clockwise as viewed from the positive direction of each of the X, Y, and Z axes).

[0093] That is, the virtual camera control unit 114 performs processing to control at least one of the viewpoint position, line of sight direction, angle of view, movement direction, and movement speed of the virtual camera.

[0094] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing to communicate (transmit and receive) data via the network.

[0095] For example, the communication control unit 120 transmits information about the game to the player's terminal device 20. The communication control unit 120 also receives, from the player's terminal device 20, player operation information accepted by the terminal device 20.

[0096] Furthermore, the communication control unit 120 receives information about the game from the server device 10.

[0097] The management unit 122 manages game information and player information associated with player identification information for each player. The management unit 122 may also manage information such as in-game currency and items.

[0098] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100 , thereby generating an image, and outputs it to the display unit 290 of the terminal device 20 .

[0099] The image generation unit 130 is realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, etc. The image generation unit 130 generates an image for one screen per frame time (for example, 1 / 60 seconds) in accordance with the progress of the game. The generated image is transmitted to the terminal device 20.

[0100] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating game images (game screens, presentation screens), and stores them in the image buffer 172. The data is output or transmitted to the terminal device 20.

[0101] The image generation unit 130 generates an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in a virtual space (object space, game space).

[0102] For example, the image generation unit 130 receives object data (model data) including vertex data (position coordinates of vertices, texture coordinates, color data, normal vectors, alpha values, etc.) of each vertex of an object (model), and performs vertex processing (shading by a vertex shader) based on the vertex data included in the input object data. Note that when performing vertex processing, vertex generation processing (tessellation, surface division, polygon division) for subdividing polygons may be performed as necessary.

[0103] In vertex processing, vertex movement processing and geometry processing such as coordinate transformation, for example, world coordinate transformation, field of view transformation (camera coordinate transformation), clipping processing, perspective transformation (projection transformation), and viewport transformation are performed in accordance with the vertex processing program (vertex shader program, first shader program), and based on the processing results, the vertex data given for the group of vertices that make up the object is changed (updated, adjusted).

[0104] Then, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with the pixels. Following rasterization, pixel processing (shading by pixel shaders and fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).

[0105] In pixel processing, various processes such as reading texture (texture mapping), setting / changing color data, semi-transparent compositing, and anti-aliasing are performed in accordance with the pixel processing program (pixel shader program, second shader program) to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective-transformed object is output (drawn) to image buffer 172 (a buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target, frame buffer).

[0106] That is, pixel processing involves setting or changing image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis, thereby generating an image seen from a virtual camera (a given viewpoint) in object space.

[0107] Vertex processing and pixel processing are realized by so-called programmable shaders (vertex shaders and pixel shaders), which are hardware that makes it possible to program the drawing process of polygons (primitives) using shader programs written in a shading language.

[0108] With programmable shaders, vertex-level and pixel-level processing can be programmed, allowing for greater freedom in the content of the rendering process, and significantly improving expressiveness compared to the fixed rendering processing performed by conventional hardware.

[0109] When drawing an object, the image generation unit 130 performs geometry processing, texture mapping, hidden surface removal, alpha blending, and the like.

[0110] In geometry processing, the object is subjected to coordinate transformation, clipping, perspective projection transformation, light source calculation, etc. Then, the object data (position coordinates of the object's vertices, texture coordinates, color data (brightness data), normal vector, α value, etc.) after geometry processing (perspective projection transformation) is stored in storage unit 170.

[0111] Texture mapping is a process for mapping textures (texel values) stored in storage unit 170 onto an object.

[0112] Specifically, texture (surface properties such as color (RGB), alpha value, etc.) is read from storage unit 170 using texture coordinates and the like set (assigned) to the vertices of the object. Then, the texture, which is a two-dimensional image, is mapped onto the object. In this case, processing is performed to associate pixels with texels, and bilinear interpolation is performed to interpolate the texels.

[0113] As the hidden surface removal process, the hidden surface removal process can be performed by the Z buffer method (depth comparison method, Z test) using a Z buffer (depth buffer) in which the Z value (depth information) of the drawing pixel is stored.

[0114] That is, when drawing a pixel corresponding to an object's primitive, the Z value stored in the Z buffer is referenced. The Z value in the referenced Z buffer is then compared with the Z value of the drawing pixel of the primitive, and if the Z value of the drawing pixel is a Z value that is closer to the virtual camera (for example, a small Z value), the drawing process for that pixel is carried out and the Z value in the Z buffer is updated to the new Z value.

[0115] Alpha blending (alpha compositing) is a semi-transparent compositing process (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value).

[0116] For example, in alpha blending, a linear blending process is performed based on the alpha value on a drawing color (overwrite color) C1 to be drawn in the image buffer 172 and a drawing color (base color) C2 already drawn in the image buffer 172 (rendering target). In other words, if the final drawing color is C, it can be calculated by C=C1*alpha+C2*(1-alpha).

[0117] The alpha value is information that can be stored in association with each pixel (texel, dot), and is information in addition to color information. The alpha value can be used as mask information, semi-transparency (equivalent to transparency or opacity), bump information, etc.

[0118] Furthermore, when multiple players play a multiplayer online game in which data is transmitted and received via a network, a process is performed for each player to generate an image seen from a virtual camera that follows the movement of an object operated by that player. In other words, an independent rendering process is performed for each player.

[0119] Furthermore, the image generating section 130 may generate a two-dimensional image in the virtual space.

[0120] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100, generates (plays) game sounds such as background music, sound effects, or voices, and transmits them to the terminal device 20.

[0121] For example, the sound processing unit 140 places a sound source in a virtual space, and generates a sound for an observation point placed in the virtual space based on the sound source information of the sound source.

[0122] The observation point is a position in the virtual space, and may be, for example, a listener installed in the virtual space, the position of a player character installed in the virtual space, a position within a predetermined range from the player character (for example, a position with a radius of 1 meter from the position of the player character), or the position of a virtual camera. The observation point may be the position when the player character is moving (for example, when running). If the player character is a robot, the observation point may be set at a given distance in front of the player character (for example, one meter ahead). The observation point may be customizable.

[0123] The sound processing unit 140 performs processing to play back sound (audio). For example, it generates sound as if the sound generated from a sound source object was picked up at an observation point, and outputs the generated sound to the sound output unit of the terminal device 20.

[0124] The transmitter 141 emits (launches) one or more rays (e.g., light rays, acoustic rays, sound rays) from a given position in virtual space in a given direction in the virtual space for each predetermined unit time. The "given direction" may be, for example, a direction that is determined randomly or a predetermined fixed direction. The transmitter 141 may set a position based on an observation point or a position based on a sound source as the given position.

[0125] The emitter 141 may move the given position. When the given position (for example, the observation point) moves, it means that the source (origin) of the ray moves.

[0126] The transmitting unit 141 may determine the number of rays to transmit from a given position based on the game situation.

[0127] The ray control unit 142 controls the ray. For example, the ray control unit 142 controls the ray information.

[0128] The "ray information" is at least one of the ray distance, the ray direction, the ray path information, the ray bias, the ray movement speed, and the ray movement period.

[0129] In this embodiment, the ray control unit 142 causes the ray to reach the destination (end point) the moment the ray is emitted, but the ray may also be moved according to the movement speed of the ray.

[0130] When a ray satisfies a first condition, the ray control unit 142 changes the direction of the ray to a direction different from the direction in which the ray satisfies the first condition.

[0131] The "ray direction" is the direction in which the ray travels. In other words, the "ray direction" may be rephrased as the "ray movement direction," "ray path direction," "ray emission direction," or "ray propagation direction."

[0132] The first condition is, for example, that the ray touches an object (e.g., an obstacle), and it is determined whether the ray has touched the object based on the ray's origin position, ray direction, and ray distance (the distance traveled by the ray).

[0133] When the second ray satisfies the first condition, the ray control unit 142 may change the direction of the ray to a direction different from the direction of the second ray.

[0134] The ray control unit 142 may change the information of the second ray (for example, the distance of the ray, the direction of the ray, the bias of the ray, the moving speed, the moving period, etc.) based on the situation when the first condition is satisfied.

[0135] The ray control unit 142 may control the ray based on ray information (for example, the distance of the ray, the direction of the ray, the bias of the ray, the moving speed, the moving period, etc.) set based on the game situation.

[0136] The parameter control unit 143 sets predetermined parameters based on the information about the ray until the ray satisfies the second condition.

[0137] The parameter control unit 143 may set a spatial parameter as the predetermined parameter.

[0138] The parameter control unit 143 may set a sound source occlusion parameter as the predetermined parameter.

[0139] The parameter control unit 143 may set the diffraction parameters of the sound source as the predetermined parameters.

[0140] The parameter control unit 143 may perform statistical processing of ray information for a predetermined period of time, and set predetermined parameters based on the results of the statistical processing.

[0141] The parameter control unit 143 may set predetermined parameters based on information about a ray connecting the observation point and the sound source.

[0142] The parameter control unit 143 may define a ray that is transmitted from a given position until its direction is changed as a first ray, and a ray that is transmitted after its direction is changed as a second ray, and may set predetermined parameters based on information about the first ray and information about the second ray.

[0143] The parameter control unit 143 may set a predetermined parameter based on the distance of the first ray and the distance of the second ray, and / or may set a predetermined parameter based on the number of first rays and the number of second rays.

[0144] The parameter control unit 143 may treat the ray obtained after changing the direction of the second ray as a third ray, and set predetermined parameters based on the information of the first ray, the information of the second ray, and the information of the third ray.

[0145] The parameter control unit 143 may set a predetermined parameter based on the situation when the first condition is satisfied and / or the situation when the second condition is satisfied.

[0146] The acoustic control unit 144 performs acoustic control. Acoustic control involves adjusting the characteristics of sound. For example, acoustic control adjusts the volume (loudness of sound), attenuation (reduction of sound), sound absorption (reduction of unnecessary reverberation and echo), sound duration (the period from when sound is output until it disappears), the frequency of the sound to be played (emphasis or attenuation of specific frequency bands such as high and low tones), reverberation, and addition of reverberation.

[0147] The acoustic control unit 144 controls the acoustics of the virtual space for observation points arranged in the virtual space.

[0148] When an object (for example, an obstacle) is placed in the virtual space, the sound control unit 144 performs sound control of the virtual space for the observation point placed in the virtual space based on information about the object.

[0149] The sound control unit 144 controls the spatial sound (for example, reverberation, occlusion, diffraction) of the sound source based on predetermined parameters.

[0150] The sound control unit 144 controls the sound (for example, reverb) based on the spatial parameters. That's fine.

[0151] The sound control unit 144 may control the sound (for example, the occlusion sound) based on the occlusion parameters.

[0152] The sound control unit 144 may control the sound (for example, the diffracted sound) based on the diffraction parameters.

[0153] When controlling the sound based on the diffraction parameters, the sound control unit 144 may change the position of the sound source based on ray information.

[0154] The sound control unit 144 may correct the sound based on the difference between past sound (for example, sound from one frame before) and current sound (for example, sound from the current frame).

[0155] The information control unit 145 controls information related to the transmission of the ray and / or information related to the control of the ray based on the game situation.

[0156] For example, the information control unit 145 may determine the number of rays to be sent from a given position based on the game situation.

[0157] Furthermore, the information control unit 145 may set ray information (for example, at least one of the ray distance, ray direction, ray bias, movement speed, and movement period) based on the game situation.

[0158] Furthermore, the information control unit 145 may set the first condition based on the game situation.

[0159] Furthermore, the information control unit 145 may set a second condition based on the game situation.

[0160] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device 20 of this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.

[0161] The input unit 260 is used by the player to input operation data, and this function can be realized by a touch panel or a touch panel display, etc. That is, the input unit 260 includes a detection unit 262 that can detect two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 that can detect two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).

[0162] The touch operation on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) may be performed using a fingertip or an input device such as a touch pen.

[0163] The input unit 260 may also include a button, lever, keyboard, steering wheel, microphone, acceleration sensor, etc., which can input input information (operation signals) other than the indicated position.

[0164] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by RAM (VRAM), etc. The storage unit 270 of this embodiment includes a main storage unit 271 used as a work area, an image buffer 272 in which the final display image, etc. are stored, a game data storage unit 274, and a player information storage unit 276. Note that some of these may be omitted, or the storage unit 170 of the server device 10 may store some of them. may be configured.

[0165] The image buffer 272 may store image data generated by the image generating unit 230 or image data received from the server device 10.

[0166] The game data storage unit 274 stores information about the game space (game field) in which the game is played, information about each character, information about the virtual camera, other setting values used in the game, etc. Note that the terminal device 20 may store information received from the server device 10 in the game data storage unit 274.

[0167] Player information is stored in the player information storage unit 276. Note that the terminal device 20 may receive player information corresponding to a player ID from the server device 10 and store the information in the player information storage unit 276.

[0168] The predetermined parameter storage unit 277 stores predetermined parameters related to sound. Note that the terminal device 20 may receive predetermined parameters corresponding to the player ID from the server device 10 and store them in the predetermined parameter storage unit 277.

[0169] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0170] Furthermore, a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit) can be stored in the information storage medium 280. Note that the processing unit 200 performs various processes of this embodiment based on the program (data) stored in the information storage medium 280, as will be described later.

[0171] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.

[0172] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, the touch panel may be, for example, a resistive type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type.

[0173] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.

[0174] The communication unit 296 performs various controls for communicating with the outside (for example, the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.

[0175] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 170 of the server device 10, and store the received programs and data in the information storage medium 280 or the storage unit 270. Such cases in which the terminal device 20 functions by receiving programs and data are also included within the scope of the present invention.

[0176] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.

[0177] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is met, processing for progressing the game, processing for placing objects such as characters and enemy characters, processing for displaying objects, processing for calculating game results, and processing for ending a game when a game end condition is met.

[0178] The processing unit 200 also performs game processing (e.g., processing of a competitive game) based on player input information input by the input unit 260. The processing unit 200 may be executed in conjunction with the server device 10, or a part or all of the processing unit 200 may be formed in the server device 10.

[0179] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0180] The processing unit 200 includes a display control unit 211, a reception unit 212, a virtual space control unit 213, a virtual camera control unit 214, a communication control unit 220, an image generation unit 230, a sound processing unit 240, a transmission unit 241, a ray control unit 242, a parameter control unit 243, an audio control unit 244, and an information control unit 245. Note that some of these units may be omitted.

[0181] The display control unit 211 performs processing to display a screen on the display unit 290. For example, the display control unit 211 may display the screen using a web browser. Furthermore, the display control unit 211 causes the display unit 290 to display information required during the game based on information transmitted from the server device 10. For example, the terminal device 20 displays the screen display information received from the server device 10.

[0182] Furthermore, the display control unit 211 may perform all or part of the same processing as the display control unit 112 of the server device 10.

[0183] The receiving unit 212 performs processing to receive input from a player. For example, the receiving unit 212 may transmit input information received by the terminal device 20 to the server device 10, and the server device 10 may receive the input information.

[0184] The virtual space control unit 213 controls the placement of sound sources, observation points, given objects, etc. in the virtual space. In other words, the virtual space control unit 113 generates the virtual space.

[0185] The virtual space control unit 213 may perform all or part of the same processing as the virtual space control unit 113 of the server device 10 .

[0186] The virtual camera control unit 214 controls a given virtual camera placed in the virtual space.

[0187] That is, the virtual camera control unit 214 performs control processing of the virtual camera (viewpoint) for generating an image that can be seen from a given (arbitrary) viewpoint in the object space.

[0188] The virtual camera control unit 214 may perform all or part of the same processing as the virtual camera control unit 114 of the server device 10 .

[0189] The communication control unit 220 performs processing for transmitting and receiving data to and from each server device 10. The communication control unit 220 also performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.

[0190] The communication control unit 220 may store and manage destination information (network information such as IP addresses and port numbers) of other terminal devices 20 and the server device 10 in the storage unit 270 or the information storage medium 280. The communication control unit 220 may then communicate with the server device 10 when receiving input information from the player to start communication.

[0191] In particular, the communication control unit 220 transmits the player's identification information and input information to the server device 10. The communication control unit 220 may also receive data (predetermined parameters of the player, the player's web page, screen, etc.) from the server device 10.

[0192] The communication control unit 220 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 220 of this embodiment performs processing to receive given screen information (for example, screen information, etc.) from the server device 10.

[0193] The image generation unit 230 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 211. The image generated by the image generation unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. Note that the image generation unit 230 may perform all or part of the same processing as the image generation unit 130 of the server device 10.

[0194] The sound processing unit 240 performs sound processing based on the results of various processes performed in the processing unit 200, generates (plays) game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292. Note that the sound processing unit 240 may perform all or part of the same processing as the sound processing unit 140 of the server device 10.

[0195] The sound processing unit 240 may receive data of a sound to be generated (played) by the sound processing unit 140 of the server device 10 and output the data to the sound output unit 292.

[0196] The transmitting unit 241 transmits one or more rays in a given direction in the virtual space from a given position set in the virtual space for each predetermined unit time. The transmitting unit 241 may perform all or part of the same processing as the transmitting unit 141 of the server device 10.

[0197] The ray control unit 242 controls the ray. The ray control unit 242 may perform all or part of the same processing as the ray control unit 142 of the server device 10.

[0198] The parameter control unit 243 sets predetermined parameters based on the information of the ray until the ray satisfies the second condition. The parameter control unit 243 may perform all or part of the same processing as the parameter control unit 143 of the server device 10.

[0199] The audio control unit 244 performs audio control. The audio control unit 244 may perform all or part of the same processing as the audio control unit 144 of the server device 10.

[0200] The information control unit 245 controls information related to the transmission of the ray and / or information related to the control of the ray based on the game situation. The processing may be the same as that of the unit 145 in whole or in part.

[0201] Furthermore, the terminal device 20 may perform sound control on the server device 10 side, receive information for outputting sound from the server device 10, and perform control to output sound to which sound has been applied. In such a case, the terminal device 20 may omit some or all of the processing of the transmitting unit 241, the ray control unit 242, the parameter control unit 243, the sound control unit 244, and the information control unit 245.

[0202] In the present embodiment, when a game is played by a plurality of terminal devices 20 using P2P or the like, one terminal device 20 may act as a host and execute processing. In such a case, the terminal device 20 as the host may execute processing of each processing unit (part or all of each processing unit) of the server device 10.

[0203] Furthermore, the terminal device 20 of this embodiment may perform the same processing as the server device 10 and display a screen on the display unit of the terminal device 20.

[0204] [4] Overview The sound control device of this embodiment controls the sound of a sound source set in a virtual space based on rays, that is, the sound control device controls the sound of the sound source using rays (ray casts).

[0205] 4 is a diagram for explaining sound control. In this embodiment, for example, the position of the player character PC operated by the player P1 is set as an observation point, and sounds such as echoes and reverberation are controlled with respect to the observation point.

[0206] For example, in this embodiment, a plurality of rays such as rays R1, R2, and R3 are sent from an observation point SP (an example of a given position) of the player character PC to grasp the size and shape of a room A1. A ray is a straight line (a virtual ray) that travels in a specific direction, like a ray of light. Because a ray has a direction and a length, it may be called a "vector." In this embodiment, rays are used for sound control.

[0207] For example, in this embodiment, for each ray, the size and shape of room A1, the distance between the observation point and the object, and the distance between the observation point and the sound source are determined (determined, identified, estimated) based on the distance of the ray, the number of reflections of the ray, the period until the ray comes into contact with the object, etc.

[0208] In this embodiment, it is possible to grasp space using rays in the virtual space not only in a limited space such as room A1, but also in a space without obstacles (for example, walls), such as outdoors.

[0209] Furthermore, the virtual space in this embodiment is assumed to be a three-dimensional virtual space, but may also be a two-dimensional virtual space.

[0210] Furthermore, in this embodiment, spatial acoustic control can be performed in real time. In other words, in this embodiment, since acoustics can be controlled in real time, it is possible to reduce the effort required to set parameters for acoustic control in advance for each room.

[0211] In this embodiment, a ray is cast from the observation point, and another ray is cast from the point where it hits the wall, and spatial sound control is performed based on the information on the ray obtained. In other words, in this embodiment, it is possible to measure the width (depth) of a space by changing the direction of the ray. This allows for a more accurate understanding of the space, and makes it possible to provide the player with realistic sound.

[0212] The sound control device of this embodiment is a server device 10 or a terminal device 20. In the following explanation, for convenience of explanation, an example of the terminal device 20 will be mainly explained. When sound control is performed by the server device 10, data related to sound (acoustic) is transmitted to the terminal device 20, and sound related to sound (acoustic) is output by the terminal device 20.

[0213] [5] Observation point In this embodiment, acoustic control of the space is performed with respect to an observation point placed in the virtual space. The observation point SP may be the position (for example, the abdomen or head) of the player character PC operated by the player P1, as shown in Fig. 4. Although not shown, the observation point SP may also be a given position (a position around the player character PC) within a predetermined distance (for example, 1 meter) from the position SP of the player character PC.

[0214] The observation point may also be, for example, the position of a virtual camera placed in a virtual space when generating an image seen from the virtual camera.

[0215] The observation point may also be referred to as a virtual microphone, listener, sound receiving point, or reference point for sound image localization, which is arranged in a virtual space.

[0216] [6] Ray's location In this embodiment, the "given position" is the position from which the ray is emitted (the emission point, emission source, starting point). The "given position" is a position based on the observation point or a position based on the sound source.

[0217] For example, the ray emission position may be the observation point, or the position of a sound source generated in virtual space (sound emission position). Also, the ray emission position may be a position near the observation point, or a position near the position of a sound source generated in virtual space.

[0218] A position near an observation point is a position within a predetermined range based on the observation point (for example, within a radius of one meter centered on the observation point).

[0219] A position near the position of the sound source is a position within a predetermined range based on the position of the sound source (for example, within a radius of one meter centered on the position of the sound source).

[0220] [7] Number of rays emitted from the source position In this embodiment, for example, as shown in FIG. 4, multiple rays R1, R2, and R3 are transmitted from one transmission position (e.g., observation point SP), but the number of rays transmitted from one transmission position may be one.

[0221] [8] Ray's transmission frequency In this embodiment, one or more rays are emitted every predetermined unit time. For example, one or more rays are emitted from the emission position every frame (every 1 / 60 seconds). Note that the unit time is not limited to one frame. For example, the unit time may be one second, and a ray may be emitted every second.

[0222] [9] Ray's direction of transmission In this embodiment, the direction (movement direction) of a ray emitted from the emission position may be determined randomly. For example, a ray may be emitted from the emission position in any of all directions in virtual space. When multiple rays are emitted, the emission direction of each ray is made different. For example, some rays may be emitted upward, while others may be emitted downward (toward the ground).

[0223] In this embodiment, the direction of rays emitted from the emission position for some or all rays may be determined to be a predetermined direction (fixed direction).

[0224]

[10] Controlling the direction of ray movement In this embodiment, rays move in a moving direction, like light or sound. In this embodiment, when a ray satisfies a first condition, the direction of the ray is changed to a direction different from the direction in which the ray was moving until the first condition was satisfied. When there are multiple rays, it is determined for each ray whether the ray satisfies the first condition, and the direction of the ray is changed to a direction different from the direction in which the ray was moving until the first condition was satisfied.

[0225] 5, when ray R1 comes into contact with an obstacle (an example of an object) in room A1, it is determined that the first condition is satisfied, and the direction (movement direction, propulsion direction, emission direction) of ray R1 is changed to a direction different from the direction in which ray R1 satisfied the first condition. In other words, changing the direction of the ray is a conversion (diversion) of the direction of the ray.

[0226] 5(A) to 5(E) show examples of changes in the moving direction of a ray R1 emitted from a given position (observation point SP) when the first condition is satisfied.

[0227] FIG. 5A is a diagram showing an example in which the first condition is that the ray R1 contacts the object OB1.

[0228] For example, in this embodiment, as shown in Fig. 5(A), the moving direction of the ray R1 may be determined so that the ray R1 is totally reflected from the position NP1 where the ray R1 contacts the object OB1. In other words, the angle of incidence and the angle of reflection may be the same with respect to the boundary surface of the obstacle.

[0229] 5B is a diagram showing another example in which the first condition is that the ray R1 contacts the object OB1. As shown in FIG. 5B, the movement direction of the ray R1 may be determined so that the ray R1 is reflected in any direction from the position NP1 where the ray R1 contacts the object OB1. In other words, the angle of incidence and the angle of reflection with respect to the boundary surface of the obstacle may be different angles.

[0230] 5C is a diagram showing an example in which the first condition is that the ray R1 contacts an object. As shown in FIG. 5C, the movement direction may be determined so that the ray R1 is reflected from a position NP2 different from the position NP1 where the ray R1 contacts the obstacle. For example, the first ray R1-A and the second ray R1-B may have different angles of incidence and reflection with respect to the boundary surface, or the angles of incidence and reflection may be different.

[0231] FIG. 5(D) is a diagram showing an example in which the first condition is that the ray R1 has moved a predetermined distance or more and / or that a predetermined period of time (e.g., one second) has elapsed since the ray R1 was emitted. In other words, this is an example in which the direction of the ray is changed without contact. Note that in this embodiment, the first condition may be both that the ray R1 has come into contact with an object and that the ray R1 has moved a predetermined distance or more.

[0232] For example, as shown in FIG. 5(D), when the movement distance of the ray R1 reaches a predetermined distance L1, the direction of the ray R1 may be changed during the movement of the ray R1.

[0233] Furthermore, although not shown, when a predetermined period (for example, one second) has elapsed since the ray R1 was transmitted, the direction of the ray R1 may be changed while the ray R1 is moving.

[0234] 5(E) is an explanatory diagram showing the branching of a ray. In this embodiment, as shown in FIG. 5(E), when changing the direction of the ray R1, the ray R1 is branched into a plurality of rays R1 (ray R1- Rays R1-B1, R1-B2, and R1-B3 may be emitted.

[0235]

[11] Setting the specified parameters In this embodiment, the predetermined parameters are set based on the information of the ray until the ray satisfies the second condition.

[0236] The "predetermined parameters" are parameters used to control sound taking into consideration the spatiality of the virtual space, and can be rephrased as "sound parameters."

[0237] The "predetermined parameter" is, for example, at least one of a spatial parameter, a shielding parameter of the sound source, and a diffraction parameter of the sound source.

[0238] The "second condition" is, for example, condition A that the distance from the start point to the end point of the ray is equal to or greater than a predetermined distance, and / or condition B that the ray comes into contact with an object (for example, an obstacle).

[0239] [11.1] Setting specific parameters using the first and second rays In this embodiment, the predetermined parameters are set based on information about a ray emitted from a given position. Then, in this embodiment, when the moving direction of the ray is changed, the predetermined parameters may be set based on at least one of the information about the ray before the change and the information about the ray after the change.

[0240] As shown in Figures 5(A) to 5(E), the ray R1 that is transmitted from a given position (e.g., observation point SP) until its direction is changed is referred to as the first ray R1-A, and the ray R1 after its direction is changed is referred to as the second ray R1-B.

[0241] Then, a predetermined parameter (for example, at least one of a spatial parameter, an occlusion parameter, and a diffraction parameter) may be set based on at least one of the information on the first ray R1-A and the information on the second ray R1-B.

[0242] In this embodiment, the predetermined parameter may be set based on the distance of the first ray and the distance of the second ray.

[0243] For example, in this embodiment, the specified parameter (e.g., a spatial parameter for expressing reverb) may be set based on the distance of the first ray R1-A (e.g., the distance from the observation point SP to the change position NP1 in the movement direction) and the distance of the second ray R1-B (e.g., the distance from the change position NP1 to the position when the second condition is satisfied).

[0244] For example, occlusion parameters may be set based on the number of first rays and the number of second rays. In this embodiment, predetermined parameters (e.g., spatial parameters, occlusion parameters, diffraction parameters) may be set based on the number of first rays and the number of second rays.

[0245] [11.2] Change the information of the second ray In this embodiment, the information of the second ray may be changed based on the situation when the first condition is satisfied.

[0246] The "situation when the first condition is satisfied" is, for example, the attribute of the object when the ray comes into contact with the object.

[0247] The "information" of the second ray is, for example, at least one of the "distance," "direction," "movement path," "bias," "movement speed," and "movement period" of the second ray. The "direction" of the second ray includes the "reflection angle from the contact surface."

[0248] In other words, changing the information of the second ray means changing at least one of the "distance," "direction," "movement path," "bias," "movement speed," and "movement period" of the second ray.

[0249] For example, as shown in Figure 5(A), when ray R1 contacts a wall made of sound-absorbing material (an example of an object), the distance of the second ray R1-B may be changed to be shorter, so that the sound waves hit the wall of sound-absorbing material, shortening the length of the reverberation.

[0250] Also, as shown in Figure 5(E), when ray R1 comes into contact with a wall made of sound-absorbing material (an example of an object), multiple second rays R1-B1, R1-B2, and R1-B3 may branch out from the point of contact and be emitted.

[0251] Furthermore, although not shown, when the ray R1 comes into contact with a wall made of sound-absorbing material (an example of an object), the moving distance of the second ray may be limited to within a predetermined distance (for example, 2 meters).

[0252]

[12] Spatial acoustic control of sound sources In this embodiment, the sound of the sound source is controlled based on predetermined parameters. For example, in this embodiment, spatial sound (for example, reverb, occlusion, diffraction) is performed on the sound source based on predetermined parameters.

[0253] In this embodiment, sound data is sequentially read from the game data storage unit 274 (game data storage unit 174) based on the game progress status and character actions, and the sound is output by the sound output unit 292. The sounds include the voices of each character, sound effects such as footsteps and gunfire, the sounds of rain, the sounds of thunder, and the like.

[0254] In this embodiment, an object (sound source object) that is treated as a sound source (virtual sound source) may exist in the virtual space. In this embodiment, the sound generated from the sound source is output to the sound output unit 292 in an acoustic representation heard at the observation point.

[0255]

[13] Explanation of reverb acoustic control In this embodiment, a spatial parameter is set as the predetermined parameter, and sound such as reverb is controlled based on the spatial parameter.

[0256] In this embodiment, in order to achieve a realistic sound representation, effect processing is performed to add effects such as reverb to the sound to be reproduced. For example, in this embodiment, spatial parameters are set based on ray information.

[0257] The "spatial parameters" are parameters that indicate spatial information for grasping the size of a space, etc.

[0258] In this embodiment, the reverb length (reverb period), reverb strength, volume, etc. are adjusted based on spatial parameters.

[0259] The reverb length is the period from when a sound is output until the volume of the sound falls below a predetermined value (for example, until the sound disappears). For example, the higher the spatial parameter, the longer (higher) the reverb length. In other words, the lower the spatial parameter, the shorter the reverb. Shorten (lower) the length of

[0260] In this embodiment, as shown in FIGS. 6(A) and 6(B), the spatial size of the room A2 and the spatial size of the room A3 are measured by rays.

[0261] For example, in this embodiment, the moving distance of each ray that satisfies the second condition is calculated. If the direction of the ray has changed, the moving distance of the first ray and the moving distance of the second ray are added together to calculate the moving distance of the ray.

[0262] 6A and 6B, for the ray R1 that satisfies the second condition, the total of the travel distances of the first ray R1-A and the second ray R1-B is calculated as the travel distance of the ray R1. For rays R2 and R3, the total of the travel distances of the first and second rays is calculated in the same way as for ray R1.

[0263] Then, the average movement distance of rays that satisfy the second condition (the average of the total values of the movement distances of the first ray and the second ray) is calculated. In this embodiment, the spatial parameters are set based on the average movement distance. For example, the spatial parameters are set so that the longer the average movement distance, the higher the spatial parameters.

[0264] In this embodiment, if the average movement distance of the ray in Figure 6(A) is longer than the average movement distance of the ray in Figure 6(B), it can be determined that room A2 shown in Figure 6(A) is larger than room A3 shown in Figure 6(B).

[0265] In this embodiment, the size of the room may be determined by calculating the period of travel of each ray that satisfies the second condition. If the direction of the ray has changed, the period of travel of the first ray and the period of travel of the second ray are added together to calculate the period of travel of the ray.

[0266] Then, the average travel time of the ray that satisfies the second condition (the average of the total travel time of the first ray and the second ray) is calculated. In this embodiment, the spatial parameters may be set based on the average travel time. For example, the spatial parameters are set so that the longer the average travel time, the higher the spatial parameters.

[0267] In this embodiment, if the average movement period of the ray in Figure 6(A) is longer than the average movement period of the ray in Figure 6(B), it can be determined that room A2 shown in Figure 6(A) is larger than room A3 shown in Figure 6(B).

[0268] In this embodiment, the reverb length is adjusted for the sound generated at position BP1 (for example, position BP1 of the sound source of the alarm sound) based on the set spatial parameters, and sound control is performed.

[0269] In this way, in this embodiment, the size of the room is grasped by the rays, and appropriate acoustics are controlled. For example, the sound output from the sound source can be controlled so that it has short reverberations in a small space (such as a bathroom) and long reverberations in a large space.

[0270] In this embodiment, the spatial parameters may be set at a predetermined cycle (for example, every frame). Setting the spatial parameters every frame allows for real-time sound control.

[0271]

[14] Other examples of reverb acoustic control In this embodiment, the reverb intensity may be adjusted based on the spatial parameters. "Reverb strength" is, for example, the reverb reflectance, the amount of reflected reverb sound, or a diffusion value indicating how far the reflected sound spreads in a space.

[0272] In this embodiment, as shown in FIGS. 7(A) and 7(B), spatial parameters are measured by rays for the space shielded by the room A2 and the outdoor space.

[0273] In this embodiment, for each ray that satisfies the second condition, it is determined whether the ray has contacted an object. For example, in FIG. 7A, each ray has contacted an object and each ray has been reflected. In FIG. 7B, each ray has not contacted an object.

[0274] For example, in this embodiment, for each ray that satisfies the second condition, the number of first rays and the number of second rays are calculated.

[0275] To explain this in more detail using Figures 7(A) and (B), for each of the rays R1, R2, and R3 that satisfy the second condition, in the case of Figure 7(A), there are three first rays and three second rays. On the other hand, in the case of Figure 7(B), there are three first rays and zero second rays.

[0276] In this embodiment, the spatial parameters are set based on the number of first rays and the number of second rays that satisfy the second condition.

[0277] In this embodiment, the reflectance is set so that the reflectance increases as the number of second rays among all rays that satisfy the second condition increases. For example, in this embodiment, the spatial parameter is set so that the spatial parameter increases as the number of second rays among all rays that satisfy the second condition increases. The number of second rays may be set as the spatial parameter. The reflectance is set so that the reflectance increases as the spatial parameter increases.

[0278] Alternatively, the ratio of the number of second rays (i.e., the number of rays that contacted the object) to the number of all first rays that satisfy the second condition may be calculated, and the reflectance may be set so that the higher the ratio, the higher the reflectance. For example, in this embodiment, the spatial parameters are set so that the higher the value of the ratio, the higher the spatial parameters become. The value of the ratio may be set as the spatial parameters. Then, the reflectance is set so that the higher the spatial parameter, the higher the reflectance becomes.

[0279] In this embodiment, sound generated at position BP1 is subjected to sound control, such as volume adjustment and attenuation, based on the set reflectance.

[0280] In this way, as shown in Figure 7(A), the reflectivity is high in a closed space, making it possible to create an indoor-like sound, and as shown in Figure 7(B), the reflectivity is low in an open space, making it possible to create an open sound.

[0281] In this embodiment, the spatial parameters may be set based on whether or not each ray has come into contact with an object at a predetermined cycle (for example, every frame).

[0282]

[15] Explanation of acoustic control of shielding In this embodiment, a sound source occlusion parameter may be set as the predetermined parameter, and spatial audio may be controlled based on the occlusion parameter.

[0283] The occlusion parameter is an index that indicates the attenuation of sound when the sound is blocked by an object (e.g., an obstacle). The occlusion parameter also indicates the attenuation of sound due to the diffraction of sound waves. A higher occlusion parameter indicates that the obstacle is blocking the sound propagation more.

[0284] 8 is an explanatory diagram of sound control using rays. For convenience of explanation, the diagram shows the XZ plane as viewed from the Y axis direction of the virtual space.

[0285] In this embodiment, as shown in FIG. 8, it is assumed that an object OB2 (for example, an obstacle such as a wall) exists in a room A4.

[0286] In this embodiment, it is determined whether or not the second ray reaches the position BP2 of the sound source (for example, the position BP2 of the sound source of the gunshot sound) among all rays that satisfy the second condition. Then, the number of the second rays that reach the sound source BP2 among all rays that satisfy the second condition is calculated.

[0287] For example, in the case of Figure 8, the second ray R3-B of the ray R3 reaches the position BP of the sound source, but the second rays R1-B and R2-B of the rays R1 and R2 do not reach the position BP2 of the sound source. In other words, of all rays that satisfy the second condition, the number of second rays that reach the sound source BP2 is 1.

[0288] In this embodiment, the occlusion parameter is set so that the more of the second rays that reach the sound source position BP2 among all rays that satisfy the second condition, the lower the occlusion parameter is set, whereas the fewer of the second rays that reach the sound source position BP2 among all rays that satisfy the second condition, the higher the occlusion parameter is set.

[0289] In this embodiment, sound generated at position BP2 is subjected to sound control, such as volume adjustment and attenuation, based on the set occlusion parameters.

[0290] In this way, it is possible to express sound that is attenuated by diffraction occurring when sound (sound waves) generated from the sound source BP2 bends around the object OB2 and wraps around behind it (for example, sound that can be heard wrapping around).

[0291]

[16] Statistical processing In this embodiment, statistical processing of ray information for a predetermined period may be performed, and predetermined parameters may be set based on the results of this statistical processing.

[0292] For example, in this embodiment, the value of a predetermined parameter (e.g., at least one of a spatial parameter, an occlusion parameter, and a diffraction parameter) may be set based on ray information for a predetermined period (the direction, distance, number of reflections, etc. of each ray).

[0293] The "predetermined period" may be, for example, the period from the start of the game to the occurrence of an event, or may be a short period such as one second or one frame (1 / 60 seconds).

[0294] Furthermore, the ray to be subjected to statistical processing may be one ray or multiple rays.

[0295] For example, in this embodiment, the parameter storage unit 177 accumulates and stores, for each ray at a predetermined cycle (for example, every second), the ray's origination position (X, Y, Z), the area to which the observation point belongs (for example, park AR1, intersection AR2, etc.), ray information (the ray's movement distance and ray's movement direction), the number of times the ray's movement direction has changed, and the date and time when these were stored.

[0296] In this embodiment, when the observation point is located in an area where the observation point was previously located (e.g., park AR1), statistical processing of the ray information for the period during which the ray was in that area (e.g., park AR1) may be performed, and predetermined parameters may be set based on the results of the statistical processing (e.g., the average direction of movement and distance traveled by the ray during the period during which the ray was in park AR1).

[0297]

[17] Information on rays connecting the observation point and the sound source In this embodiment, predetermined parameters may be set based on information about the ray connecting the observation point and the sound source (distance, direction, path information, etc.), thereby reproducing realistic sound.

[0298] For example, as shown in FIG. 8, predetermined parameters (for example, at least one of a spatial parameter, an occlusion parameter, and a diffraction parameter) may be set based on information about a ray R3 connecting an observation point SP and a sound source position BP2.

[0299] The information on the ray R3 connecting the observation point SP and the position BP2 of the sound source may be, for example, information on the ray R3 that reaches the position BP2 of the sound source from the observation point SP, as shown in FIG.

[0300] Although not shown, the information on the ray R3 connecting the observation point SP and the sound source position BP2 may be information on a ray traveling in the opposite direction to the ray R3 that reaches the observation point SP from the sound source position BP2.

[0301]

[18] Diffraction representation In this embodiment, the diffraction parameters of the sound source may be set as the predetermined parameters, and the spatial audio may be controlled based on the diffraction parameters.

[0302] The diffraction parameters are parameters related to the diffraction path, and are, for example, at least one of the starting point of the diffraction path (position of the sound source), the end point of the diffraction path (position of the observation point), the position and size of an obstacle, and the length of the diffraction path.

[0303] In this embodiment, diffraction is represented by changing the perceived position of the sound source to reproduce diffraction. For example, in this embodiment, the position of the sound source may be changed based on ray information. That is, as shown in FIG. 8, the position BP2 of the gunshot sound source DA may be changed to another position based on the information of ray R3. In this way, it is possible to control the realistic sound at the observation point SP.

[0304] Specifically, as shown in FIG. 8, the position BP2 may be changed to a position NP4 where the ray R3 comes into contact with an object (obstacle).

[0305] In this embodiment, the position BP2 of the sound source may be changed to a given position on the movement path of the ray R3. In this embodiment, the position BP2 of the sound source may be changed to a position near the position NP4 (for example, a given position within a radius of 1 meter centered on the position NP4).

[0306] In this embodiment, the process of changing the position of the sound source is preferably executed when processing using diffraction parameters is performed.

[0307]

[19] The Third Ray In this embodiment, when the second ray satisfies the first condition (the condition of contacting the object), the direction of the ray may be changed to a direction different from the direction of the second ray.

[0308] For example, as shown in FIG. 9, a ray R1 is emitted from a given position (e.g., observation point SP). Then, at the position NP1 where the ray R1 comes into contact with the object OB1 (for example, the right wall), the direction of the ray R1 is changed.

[0309] Then, at a position NP2 where the ray R1 comes into contact with the object OB3 (for example, the left wall), the direction of the ray R1 is changed.

[0310] The ray R1 from when it is sent from a given position (for example, observation point SP) until it changes direction for the first time is called the first ray R1-A. The ray R1 after it changes direction for the first time is called the second ray R1-B. The ray R1 after it changes direction from the second ray R1-B is called the third ray R1-C.

[0311] In this embodiment, predetermined parameters may be set based on information about the first ray R1-A, the second ray R1-B, and the third ray R1-C. This allows for more appropriate spatial understanding and allows for more realistic sound control.

[0312]

[20] Application example of setting specified parameters In this embodiment, the predetermined parameter may be set based on the situation when the first condition is satisfied and / or the situation when the second condition is satisfied.

[0313] (1) Set predetermined parameters based on the situation when the first condition is met. The "situation when the first condition is satisfied" is as described above. For example, the "situation when the first condition is satisfied" may be the attributes of an object when the ray comes into contact with the object.

[0314] For example, as shown in FIG. 5(A), if the object OB1 that the ray R1 comes into contact with is a wall (an example of an object) made of sound-absorbing material, the spatial parameters of the reverb may be set to be lower.

[0315] (2) Setting predetermined parameters based on the situation when the second condition is met. The "situation when the second condition is satisfied" is, for example, environmental information when the second condition is satisfied (information such as rain, fine weather, night, fog, particles present in space, etc.).

[0316] For example, if the situation when the second condition is met is a rainy environment, the spatial parameter of the reverb may be set to be changed (higher or lower).

[0317] (3) Other In this embodiment, the predetermined parameter may be set based on both the situation when the first condition is satisfied and the situation when the second condition is satisfied.

[0318]

[21] Game Status In this embodiment, information related to the emission of a ray and / or information related to the control of a ray (for example, ray information) may be controlled based on the game situation.

[0319] "Information related to the transmission of rays" includes, for example, the number of rays transmitted, the bias in the direction of transmission of rays, the frequency of transmission of rays, and so on.

[0320] For example, in this embodiment, the "number of rays to be emitted" and / or the "frequency of ray emission" may be increased (or decreased) depending on the game situation. The direction of the ray emission is biased towards a specific direction (for example, the direction of the sound source).

[0321] An example of a game situation is the occurrence of a game event. For example, when a game event important to the player occurs (when a boss character appears, when a highly dangerous attack occurs, etc.), information related to the emission of a ray may be controlled.

[0322] Furthermore, when the game event occurs, information relating to ray control (for example, the direction of ray reflection and the distance of the ray (the distance the ray is shot)) may be controlled (set or changed). In this way, sound source information relating to the game event can be collected.

[0323] In this embodiment, the period for controlling information related to the emission of a ray and / or information related to the control of a ray (one example of information related to the control of a ray) may be variably set depending on the content of the event (event information). For example, the period for collecting sounds of a game event (for example, sounds emitted by an enemy character in an event in which an enemy character appears) may be controlled (set).

[0324] Furthermore, when multiple game events are occurring simultaneously, information related to ray emission and / or information related to ray control may be controlled based on the priority of each game event. Higher priority game events may emit rays more intensively than lower priority game events. For example, higher priority game events may emit more rays and emit rays more frequently than lower priority game events.

[0325] In this embodiment, the priority of each game event is determined as follows: That is, in this embodiment, the priority of a game event is determined based on the relationship between the game event and the player's goal (for example, whether or not the game event is a goal that must be achieved to complete a quest), and, if the game event is an event in which an enemy character appears, the danger level (for example, whether or not the danger level of the enemy character is equal to or greater than a predetermined value) and information on the distance between the enemy character and the player character.

[0326] (1) Example 1 In this embodiment, the number of rays to be transmitted from a given position may be determined based on the game situation. The number of rays transmitted from one transmission position may be two or more. The greater the number of rays, the greater the processing load. Therefore, the number of rays may be adjusted depending on the game situation.

[0327] For example, when a character is placed in an area for the first time (e.g., when the game starts, when the character enters a new area, etc.), the number of rays emitted from a given position (e.g., the observation point) is set to an initial value (e.g., 100).

[0328] Furthermore, in this embodiment, it is possible to refer to previously accumulated data (for example, ray information, predetermined parameters). Therefore, if the current observation point is a previously existing observation point (or a position within a previously existing area), the number of rays emitted from a given position (for example, observation point) is set to a value (for example, 10) lower than the initial value. In this way, the processing load of the acoustic control device can be reduced.

[0329] Furthermore, in this embodiment, if the current observation point is an observation point that existed in the past (or a position within an area that existed in the past), acoustic control of the space may be performed by referring to ray information of the observation point that existed in the past (or a position within an area that existed in the past).

[0330] Furthermore, in this embodiment, if the current observation point is an observation point that existed in the past (or a position within an area that existed in the past), acoustic control of the space may be performed by referring to predetermined parameters of the observation point that existed in the past (or a position within an area that existed in the past).

[0331] Furthermore, the game situation may be, for example, whether or not a parameter used in the game (e.g., the stamina value of the player character) has fallen below a predetermined value, or whether or not the size (size, magnification, scale, character height or build) of the character being controlled by the player has changed, etc.

[0332] For example, if the stamina value of the player character PC controlled by player P1 falls below a predetermined value (for example, if the stamina value falls below 10), the number of rays emitted may be increased (or decreased).

[0333] Furthermore, the number of rays to be emitted may be increased (or decreased) depending on the size of the player character PC operated by the player P1.

[0334] (2) Example 2 In this embodiment, ray information may be set based on the game situation. For example, in this embodiment, the distance of the ray, the direction of the ray (for example, the direction of each ray when emitted from a given position (emission source) of the ray, the reflection direction of each ray), the bias of the ray, etc. may be set based on the game situation.

[0335] In this embodiment, the emission of a ray and the information about the ray may be set according to the parameters and state of the observation point (an example of a game situation). Specifically, in this embodiment, when the parameters of the player character (for example, stamina value) are equal to or less than a predetermined value, the distance of the ray may be limited to within a predetermined distance (or the distance of the ray may be set to be equal to or greater than a predetermined distance), or the direction of some rays may be directed toward enemy characters.

[0336] In this embodiment, when the player character is in a situation where it is easy to hear (an example of a game situation), at least one of the following may be set: increasing the number of rays emitted, setting the distance of the rays to a predetermined distance or more, dispersing the direction of each ray, or biasing the direction of the rays toward the sound source. For example, in this embodiment, during the game, the player character can use a skill or item that improves the hearing function, thereby making it easy for the player character to hear for a certain period of time.

[0337] Furthermore, in this embodiment, when the player character is in a state where it is difficult to hear (an example of a game situation), at least one of the following may be set: reducing the number of rays emitted, keeping the distance between each ray within a predetermined distance, dispersing the direction of each ray, or biasing the direction of the ray in a direction different from the direction of the sound source. For example, in this embodiment, when noisy objects are placed around the player character during the game, or when an event occurs and the player character is engaged in the event, it may be determined that the player character is in a state where it is difficult to hear.

[0338] Furthermore, when the vitality value of the player character PC operated by the player P1 falls below a predetermined value, the ray distance may be limited to within a predetermined distance (for example, within 10 meters). In this way, sound can be appropriately generated within a close range.

[0339] In addition, when the physical strength value of the player character PC operated by the player P1 falls below a predetermined value, In this case, the moving speed of the ray may be set to a predetermined speed or higher.

[0340] In addition, when the vitality value of the player character PC operated by the player P1 falls below a predetermined value, the movement direction of some rays when they are emitted may be set to a specific direction (for example, forward or in the direction of an enemy).

[0341] Furthermore, the distance of the ray may be set according to the size of the player character PC operated by the player P1. For example, the larger the size of the player character PC, the longer the distance of the ray may be.

[0342] Furthermore, the moving speed of the ray may be changed depending on the size of the player character PC operated by the player P1.

[0343] Furthermore, the direction of movement of each ray when it is emitted may be set according to the size of the player character PC operated by the player P1.

[0344]

[22] Sound output In this embodiment, sound to which spatial audio has been applied is output to a terminal device.

[0345] That is, in this embodiment, spatial acoustic control (for example, reverb, shading, diffraction) is performed on the sound to be reproduced based on predetermined parameters, and the acoustically controlled sound is output to the sound output unit (speaker) of the terminal device 20.

[0346]

[23] Acoustic correction In this embodiment, the spatial sound may be corrected based on the difference between the past spatial sound (for example, the spatial sound of one frame before) and the current spatial sound (of the current frame). The acoustic correction involves correcting the sound pressure, frequency characteristics, etc.

[0347]

[24] Flowchart The processing flow of sound control using rays in this embodiment will be described with reference to FIG.

[0348] Rays are sent out (step S1). For example, in a virtual space, one or more rays are sent out in a given direction from a given position every predetermined unit time. Each ray is moved a predetermined distance. Then, it is determined whether the ray satisfies a first condition (for example, the condition that the ray contacts an object) (step S2).

[0349] If the ray satisfies the first condition (Y in step S2), the direction of the ray is changed (step S3). That is, the direction of the ray is changed to a direction different from the direction in which the ray was directed until the ray satisfied the first condition. On the other hand, if the ray does not satisfy the first condition (N in step S2), the process proceeds to step S4.

[0350] Based on the information of the ray until the second condition is satisfied, predetermined parameters are set (step S4). Then, based on the predetermined parameters, the sound of the sound source is controlled (step S5). This completes the process.

[0351]

[25] Game Description This embodiment can be realized in a role-playing game in which a player character fights against enemy characters in a virtual space to advance the story. Note that the present invention is not limited to role-playing games, and can be realized in various games (for example, fighting games, action games, racing games, etc.). It can be applied to various games (games, shooting games, music games, action games, sports games, training simulation games, etc.).

[0352]

[26] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0353] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0354] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0355] 10 Server device, 20, 20A, 20B, 20C Terminal device, 100 processing unit, 111 game processing unit, 112 display control unit, 113 virtual space control unit, 114 virtual camera control unit, 120 communication control unit, 122 management unit, 130 image generation unit, 140 sound processing unit, 141 transmission unit, 142 Ray control section, 143 Parameter control section, 144 Sound control section, 160 input unit, 170 memory unit, 171 main memory unit, 172 image buffer, 174 game data storage unit, 176 player information storage unit, 177 parameter control unit, 180 information storage medium, 196 communication unit, 200 processing unit, 211 display control unit, 212 reception unit, 213 virtual space control unit, 214 virtual camera control unit, 220 communication control unit, 230 image generation unit, 240 sound processing unit, 241 transmission unit, 242 Ray control section, 243 Parameter control section, 244 Sound control section, 260 input unit, 262 detection unit, 270 storage unit, 271 main memory unit, 272 image buffer, 274 game data memory unit, 276 player information storage unit, 277 parameter storage unit, 280 information storage medium, 290 display section, 292 sound output unit, 296 communication unit

Claims

1. An acoustic control device that places a sound source in a virtual space and performs acoustic control of the virtual space with respect to an observation point placed in the virtual space based on sound source information of the sound source, a transmitter that transmits one or more rays in a given direction from a given position in the virtual space for each predetermined unit time; a ray control unit that, when the ray satisfies a first condition, changes the direction of the ray to a direction different from the direction in which the ray satisfies the first condition; a parameter control unit that sets predetermined parameters based on information about the ray until the ray satisfies a second condition; an audio control unit that controls audio based on the predetermined parameters; An acoustic control device comprising:

2. In claim 1, The parameter control unit A spatial parameter is set as the predetermined parameter, The acoustic control unit An acoustic control device that controls acoustics based on the spatial parameters.

3. In claim 1, The parameter control unit As the predetermined parameter, a shielding parameter of a sound source is set, The acoustic control unit An acoustic control device that controls acoustics based on the occlusion parameters.

4. In claim 1, The parameter control unit As the predetermined parameter, a diffraction parameter of the sound source is set, The acoustic control unit An acoustic control device that controls acoustics based on the diffraction parameters.

5. In claim 1 or 2, The parameter control unit 1. An acoustic control device comprising: a processor for performing statistical processing of ray information for a predetermined period of time; and a processor for setting the predetermined parameters based on the results of the statistical processing.

6. In claim 3 or 4, The parameter control unit An acoustic control device, characterized in that the predetermined parameters are set based on information about a ray connecting the observation point and the sound source.

7. In claim 4, The acoustic control unit An acoustic control device that changes the position of the sound source based on ray information.

8. In claim 1 or 2, The transmitting unit An acoustic control device, characterized in that the given position is a position based on the observation point or a position based on the sound source.

9. In claim 1 or 2, The parameter control unit An acoustic control device characterized in that a ray emitted from the given position until its direction is changed is defined as a first ray, and a ray after the direction is changed is defined as a second ray, and predetermined parameters are set based on information about the first ray and information about the second ray.

10. In claim 9, The parameter control unit An acoustic control device characterized by setting a predetermined parameter based on the distance of the first ray and the distance of the second ray, and / or setting a predetermined parameter based on the number of the first rays and the number of the second rays.

11. In claim 9, The ray control unit If the second ray satisfies the first condition, changing the direction of the ray to a direction different from the direction of the second ray; The parameter control unit An acoustic control device characterized in that the ray obtained after changing the direction of the second ray is designated as a third ray, and predetermined parameters are set based on information about the first ray, information about the second ray, and information about the third ray.

12. In claim 9, The ray control unit An acoustic control device characterized in that the information of the second ray is changed based on the situation when the first condition is satisfied.

13. In claim 1 or 2, The parameter control unit An acoustic control device, characterized in that the predetermined parameters are set based on a situation when the first condition is satisfied and / or a situation when the second condition is satisfied.

14. In claim 1 or 2, An audio control device further comprising an information control unit that controls information related to the emission of a ray and / or information related to the control of the ray based on a game situation.

15. In claim 1 or 2, The information control unit An audio control device that determines the number of rays to be emitted from the given position based on a game situation.

16. In claim 1 or 2, The information control unit An audio control device that sets ray information based on a game situation.

17. In claim 1 or 2, The acoustic control unit An audio control device that corrects audio based on the difference between past audio and current audio.

18. A sound source is placed in a virtual space, and based on the sound source information of the sound source, an observation sound is placed in the virtual space. An acoustic control system that controls acoustics in a virtual space with respect to a point, a transmitter that transmits one or more rays in a given direction from a given position in the virtual space for each predetermined unit time; a ray control unit that, when the ray satisfies a first condition, changes the direction of the ray to a direction different from the direction in which the ray satisfies the first condition; a parameter control unit that sets predetermined parameters based on information about the ray until the ray satisfies a second condition; an audio control unit that controls audio based on the predetermined parameters; An acoustic control system comprising:

19. A program for placing a sound source in a virtual space and performing acoustic control of the virtual space with respect to an observation point placed in the virtual space based on sound source information of the sound source, a transmitter that transmits one or more rays in a given direction from a given position in the virtual space for each predetermined unit time; a ray control unit that, when the ray satisfies a first condition, changes the direction of the ray to a direction different from the direction in which the ray satisfies the first condition; a parameter control unit that sets predetermined parameters based on information about the ray until the ray satisfies a second condition; A program that causes a computer to function as an audio control unit that controls audio based on the predetermined parameters.

Citation Information

Patent Citations

  • Voice control program and voice control device

    JP7071649B2