Game program, game system, and audio playback method
The game system uses sound localization and threat level-based audio notifications to enhance player awareness of upcoming game objects, addressing the challenge of object notification in games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2024-11-27
- Publication Date
- 2026-06-08
Smart Images

Figure 2026093165000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a game program, a game system, and a voice reproduction method.
Background Art
[0002] In conventional games, in order to enhance the sense of presence, there is a game in which voices corresponding to the game scenes are reproduced (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in some games, objects appear according to the progress of the game. In such games, it is important to grasp what kind of objects will appear according to the progress of the game in order to clear the game.
[0005] An object of the present disclosure is to notify a user of an object that appears according to the progress of a game.
Means for Solving the Problems
[0006] A first aspect is a computer system, a game progress unit that progresses a game in which an object appears in a virtual space at a predetermined timing, a game program that functions as a reproduction unit that reproduces a notification sound for notifying the appearance of the object according to the type and number of the objects scheduled to appear in the virtual space within a predetermined period starting from the current time.
[0007] In the above aspect, The playback unit plays back the sound within the virtual space obtained by a virtual microphone placed within the virtual space. Within the virtual space, the sound source for the notification sound may be located at the position where the object is scheduled to appear.
[0008] In the above embodiment, The notification sound may be an audio recording related to the object that is scheduled to appear.
[0009] In the above embodiment, For each type of object, parameters are set. The playback unit may play the notification sound according to the sum of the parameters of the objects scheduled to appear in the virtual space within the predetermined period starting from the current time.
[0010] In the above embodiment, The aforementioned object may include an object whose parameters are set to predetermined parameters.
[0011] In the above embodiment, For each type of object, parameters are set. The playback unit may play the notification sound according to the parameter of the object with the highest numerical value among the objects scheduled to appear in the virtual space within the predetermined period starting from the current time.
[0012] The second aspect includes a game progression unit that executes a game in which objects appear in a virtual space at predetermined timings, The game system includes a playback unit that plays a notification sound to notify the appearance of an object, according to the type and number of objects that are scheduled to appear in the virtual space within a predetermined period starting from the current time.
[0013] A third aspect is an audio playback method for playing audio in a game where an object appears in a virtual space at a predetermined timing, within a predetermined period starting from the current time, according to the type and number of the objects scheduled to appear in the virtual space, an audio playback method for playing a notification sound for notifying the appearance of the objects.
Advantages of the Invention
[0014] According to the present disclosure, it is possible to notify a user of an object that appears according to the progress of the game.
Brief Description of the Drawings
[0015] [Figure 1] It is a block diagram showing the configuration of a game device. [Figure 2] It is a diagram showing an example of a game screen. [Figure 3] It is a conceptual diagram showing threat level data. [Figure 4] It is a diagram for explaining the calculation timing. [Figure 5] It is a flowchart for explaining the audio playback process.
Embodiments for Carrying Out the Invention
[0016] [First Embodiment] Hereinafter, the game device is an example of a computer system (game system) having one computer or a plurality of cooperating computers. The processing performed in the game device is an example of an audio playback method.
[0017] The game by this game program is implemented in a virtual space (three-dimensional).
[0018] There are no limitations on the type of game. In this embodiment, a competitive action game in which a player character attacks and defeats enemy characters will be described as an example. In particular, the game in this embodiment will be described as a so-called tower defense game in which the user controls a player character to defend a predetermined character or area from enemy characters.
[0019] 《Game device configuration》 <Hardware Configuration> Figure 1 is a block diagram showing the configuration of the game device 5. The game device 5 executes a predetermined game based on the player's (user's) actions.
[0020] As shown in Figure 1, the game device 5 incorporates a display 61, a speaker 62, and a controller 63. The display 61, speaker 62, and controller 63 may also be externally connected to the game device 5.
[0021] Game device 5 can utilize commercially available devices such as personal computers, PlayStation®, Xbox®, PlayStation Vita®, and Nintendo Switch®.
[0022] In game device 5, the game progresses based on the installed game program and game data. Game devices 5 can communicate with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0023] The game device 5 includes a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, graphics processing unit 52, audio processing unit 53, operation unit 54, and storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0024] The network interface 51 is connected to the communication network in a communicative manner, for example, to send and receive various data with other game devices 5 or external server devices (not shown).
[0025] The graphics processing unit 52 renders game images, including player characters and various objects in the virtual space, in video format according to the game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61, which is, for example, an LCD. The game images rendered in video format are displayed on the display 61 as the game screen.
[0026] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 plays and synthesizes game audio according to the instructions of the control unit 56 and outputs it from the speaker 62.
[0027] The control unit 54 is connected to the controller 63. The control unit 54 sends and receives data related to operation input to and from the controller 63. The player inputs operation signals to the game device 5 by operating various controls such as buttons on the controller 63.
[0028] The memory unit 55 consists of an HDD, SSD, RAM, ROM, etc. The memory unit 55 stores various programs, including game data and game programs. Examples of game data include virtual media and user account information.
[0029] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.
[0030] <Functional configuration of the control unit 56> The control unit 56 functions as a game progress unit 561, a calculation unit 562, a display unit 563, and a playback unit 564 by executing the game program (see Figure 1).
[0031] (Game progress section 561) The game progression unit 561 advances the game by making player characters, non-player characters, and predetermined objects move within the virtual space. The game progression unit 561 uses, for example, AI (artificial intelligence) to control the movements of non-player characters.
[0032] The game progress unit 561 controls the movements of player characters and other elements according to the player's instructions. The player's instructions are input to the control unit 54 via the controller 63.
[0033] (Calculation Section 562) The calculation unit 562 determines the threat level (parameter) of enemy character C2 that is scheduled to appear in the virtual space.
[0034] In this game, each enemy character C2 is associated with a threat level. This threat level is set according to the type of enemy character C2 (e.g., strength, level, rarity, etc.) (see Figure 3). This setting data (threat level data) is stored in the memory unit 55.
[0035] As mentioned above, this game is a so-called tower defense game. Specifically, in this game, the user controls character C1 to defend character C3 (for example, a non-player character) from enemy character C2 (an object) (see Figure 2). In this game, the timing of when each enemy character C2 will appear in the virtual space is predetermined.
[0036] The calculation unit 562 calculates the total threat level of enemy characters C2 that are scheduled to appear within a predetermined period L starting from the current time, at predetermined timings (calculation timings).
[0037] For example, as shown in Figure 4, the calculation unit 562 determines the total threat level of enemy characters C2 that are scheduled to appear at predetermined intervals L. Specifically, in Figure 4, times t1, t2, and t3 are the calculation timings. The calculation unit 562 determines the threat level of enemy characters C2 that are scheduled to appear at times t1, t2, and t3.
[0038] In the following explanation, enemy character C2 refers to a group of enemy characters that includes multiple other enemy characters. This group of enemy characters C2 may contain zero or one or more (multiple) enemy characters X, Y, Z, etc. Note that enemy character C2 may be a group of multiple enemy characters or a single enemy character.
[0039] For example, if, during a predetermined period L from time t1 to time t2, two enemy character X and three enemy character Y appear in the virtual space as enemy character C2, the calculation unit 562 calculates the total threat level of enemy character C2 at time t2 as 1 × 2 + 2 × 3 = 8.
[0040] Furthermore, if, during a predetermined period L from time t2 to time t3, four enemy character Y and one enemy character Z appear in the virtual space as enemy character C2, the calculation unit 562 calculates the total threat level of enemy character C2 at time t3 as 2 × 4 + 3 × 1 = 11.
[0041] In other words, the calculation unit 562 calculates the total threat level by multiplying the threat level set for each type of enemy character C2 that is scheduled to appear by the number of enemy characters C2 of that type.
[0042] Please note that the total threat level does not take into account enemy character C2, which has already appeared.
[0043] (Display section 563) The display unit 563 generates image data according to the progress of the game. The display unit 563 then outputs the image data to the graphics processing unit 52. As a result, game images corresponding to the game's progress are displayed on the display 61.
[0044] (Playback section 564) The playback unit 564 generates audio data according to the progress of the game. Specifically, the playback unit 564 selects the audio data to be played from the audio data (various pre-prepared audio data) stored in the memory unit 55 according to the progress of the game, and outputs the selected audio data (or new audio data obtained by combining multiple selected audio data) to the audio processing unit 53.
[0045] When outputting audio data, the playback unit 564 instructs the audio processing unit 53 on the volume. The audio processing unit 53 converts the audio data output from the playback unit 564 into an analog signal of the instructed volume and outputs it to the speaker 62. As a result, sound corresponding to the audio data generated by the playback unit 564 is played back from the speaker 62.
[0046] The playback unit 564 performs sound image localization during audio playback. To perform sound image localization, the playback unit 564 sets a virtual receiving point (hereinafter referred to as "virtual microphone") in the virtual space where the audio is heard. In this example, the virtual microphone is set near character C1. The virtual microphone moves along with the movement of character C1.
[0047] In this game, sound effects are used to make it appear as if the sound is being emitted from a virtual sound source existing in a virtual space. The playback unit 564 outputs the sound emitted from the virtual sound source to the speaker 62 with an acoustic representation that makes it appear as if it were being picked up by a virtual microphone. The virtual microphone is a virtual listener and serves as the reference point for sound image localization by the playback unit 564.
[0048] The playback unit 564 plays a notification sound to indicate the appearance of enemy character C2, according to the total threat level of enemy character C2 calculated by the calculation unit 562.
[0049] In this game, notification sounds (audio data) are associated with the total threat level of enemy character C2. For example, a terrifying audio data (notification sound), such as the groan of enemy character C2, is associated with the total threat level. The higher the total threat level, the more frightening the associated audio data becomes, or multiple groans may be played. In other words, the notification sounds are related to the enemy character C2 that is scheduled to appear. This setting data (notification sound data) is stored in memory unit 55.
[0050] The playback unit 564 reads audio data (notification sound) from the notification sound data stored in the memory unit 55 that corresponds to the total threat level of enemy character C2 calculated by the calculation unit 562. The playback unit 564 then places the sound source of the read notification sound at the location where enemy character C2 is scheduled to appear. This allows the user to intuitively recognize (be notified) how strong the enemy character is and where it will appear.
[0051] Example of operation Figure 5 is a flowchart illustrating the audio playback process in this game program.
[0052] First, the calculation unit 562 determines whether or not it is the calculation timing (step S1). If the calculation unit 562 determines that it is not the calculation timing (No. in step S1), it waits in step S1.
[0053] If the calculation unit 562 determines that it is time to calculate (Yes in step S1), it determines the total threat level of enemy character C2 that appears in the virtual space within a predetermined period starting from the present time (step S2). For example, at time t2, if two enemy character X and three enemy character Y appear in the virtual space as enemy character C2 during the predetermined period L from time t1 to time t2, the calculation unit 562 calculates the total threat level of enemy character C2 as 1 × 2 + 2 × 3 = 8.
[0054] The playback unit 564 reads out a notification sound (audio data) from the notification sound data stored in the memory unit 55 that corresponds to the total threat level of enemy character C2 calculated by the calculation unit 562 (step S3). Then, the playback unit 564 places the sound source of the read notification sound at the location where enemy character C2 is scheduled to appear.
[0055] In summary, the present invention is a game program in which a game device 5 (computer system) functions as a game progression unit 561 that advances a game in which enemy characters C2 (objects) appear in a virtual space at predetermined timings, and a playback unit 564 that plays a notification sound to notify the appearance of enemy characters C2 according to the type and number of enemy characters C2 that are scheduled to appear in the virtual space within a predetermined period L starting from the current time.
[0056] Effects of this embodiment As described above, in this embodiment, within a predetermined period L starting from the current time, a notification sound is played to notify the user of the appearance of enemy characters C2, depending on the type and number of enemy characters C2 that are scheduled to appear in the virtual space. This makes it possible to notify the user of what kind of enemy characters are scheduled to appear.
[0057] Furthermore, in this embodiment, by notifying the player of enemy characters that are scheduled to appear via voice, it is possible to reduce the likelihood of players overlooking these characters compared to displaying them on the game screen.
[0058] Furthermore, the playback unit 564 places the sound source of the notification sound obtained from a virtual microphone placed in the virtual space at the location where the enemy character C2 is scheduled to appear. This allows the user to be notified of the location where the enemy character is scheduled to appear in the virtual space.
[0059] Furthermore, the notification sound is an audio related to the enemy character C2 that is scheduled to appear. This allows the user to be notified of which enemy character is scheduled to appear.
[0060] Furthermore, a threat level (parameter) is set for each type of enemy character C2, and the playback unit 564 plays a notification sound according to the sum of the threat levels of the enemy characters C2 scheduled to appear in the virtual space within a predetermined period L starting from the current time. This allows the user to be specifically notified of the strength of enemy characters that are scheduled to appear, for example, by setting a notification sound for each threat level.
[0061] [Other embodiments] The game may be a first-person game or a third-person game. If it is a first-person game, the display unit 563 does not need to display the character C1 on the display 61.
[0062] Furthermore, enemy character C2 may include enemy characters that do not play a notification sound when they are scheduled to appear. In such cases, the enemy characters are set with predetermined parameters that do not affect the calculation of the total threat level, such as a threat level of 0 or an invalid value. This allows for the appearance of enemy character C2 without a notification sound, creating a thrilling game experience.
[0063] Furthermore, the calculation unit 562 may calculate the threat level of the enemy character with the highest threat level among the enemy characters scheduled to appear in the virtual space within a predetermined period L starting from the current time, and the playback unit 564 may play a notification sound according to this calculation result. For example, in Figure 3, if enemy characters X, Y, and Z are scheduled to appear as enemy character C2 within a predetermined period L, the playback unit 564 may play a notification sound according to the threat level of the enemy character Z with the highest threat level. In this case, when the next calculation timing arrives, the calculation unit 562 may play a notification sound according to the threat level of the enemy character Z with the highest threat level if it changes.
[0064] Furthermore, the playback unit 564 may change the volume of the notification sound it plays according to the threat level of the enemy character C2. For example, the playback unit 564 may increase the volume of the notification sound when the threat level of the enemy character C2 is high, and decrease the volume of the notification sound when the threat level of the enemy character C2 is low.
[0065] Furthermore, the display unit 563 may display the enemy character C2 that is scheduled to appear with a predetermined display (such as an effect or icon). In this case, the display unit 563 may change the content of the predetermined display according to the total threat level calculated by the calculation unit 562.
[0066] Additionally, the threat level of enemy character C2 may be adjusted depending on the stage, level, difficulty, etc.
[0067] In the above embodiment, the example was given where the parameter is the threat level of enemy character C2, but the parameter may also be the level, strength, attack power, health of enemy character C2, or a combination thereof.
[0068] In the above embodiment, the case where the object is an enemy character was described as an example, but the object may be something other than an enemy character. For example, it may be a non-player character, a player character controlled by another user, an item, a door or other placed object.
[0069] In the above embodiment, the case where the game is a so-called tower defense game was described as an example, but it is not limited to this. The game can be any game in which objects appear in a virtual space at predetermined timings. [Explanation of Symbols]
[0070] 55 Storage section 56 Control Unit (Computer) 62 speakers 561 Game Management Section 562 Calculation Department 563 Display section 564 Playback Department C1 Player Character C2 Enemy Character (Object) C3 Non-Player Character
Claims
1. Computer systems, A game progression unit that advances the game in which objects appear in a virtual space at predetermined timings, A game program that functions as a playback unit that plays notification sounds to notify the appearance of objects, according to the type and number of objects scheduled to appear in the virtual space within a predetermined period starting from the current time.
2. The playback unit plays back the sound within the virtual space obtained by a virtual microphone placed within the virtual space. The game program according to claim 1, wherein the sound source for the notification sound is located in the virtual space at the position where the object is scheduled to appear.
3. The game program according to claim 1, wherein the notification sound is an audio sound related to the object that is scheduled to appear.
4. For each type of object, parameters are set. The game program according to claim 1, wherein the playback unit plays the notification sound according to the sum of the parameters of the objects scheduled to appear in the virtual space within the predetermined period starting from the current time.
5. The game program according to claim 1, wherein the object includes an object whose parameters are set to predetermined parameters.
6. For each type of object, parameters are set. The game program according to claim 1, wherein the playback unit plays the notification sound according to the parameter of the object with the highest numerical value among the objects scheduled to appear in the virtual space within the predetermined period starting from the current time.
7. A game progression unit that runs a game in which objects appear in a virtual space at predetermined timings, A game system comprising: a playback unit that plays a notification sound to notify the appearance of an object, according to the type and number of the object that is scheduled to appear in the virtual space within a predetermined period starting from the current time.
8. A sound playback method for a game in which objects appear in a virtual space at a predetermined timing, A sound playback method that plays a notification sound to notify the appearance of an object, according to the type and number of the object that is scheduled to appear in the virtual space within a predetermined period starting from the current time.