Program and sound playback method

By classifying sound playback locations into clusters and using these as areas for collective sound playback, the mechanism addresses processing load issues in immersive virtual sound environments, ensuring efficient and realistic sound representation.

JP2026094300APending Publication Date: 2026-06-09KOEI TECMO GAMES CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KOEI TECMO GAMES CO LTD
Filing Date
2026-02-27
Publication Date
2026-06-09

AI Technical Summary

Technical Problem

Existing methods for playing immersive ambient voices in virtual spaces face increased processing load as the number of dynamic objects increases, leading to inefficiencies in sound playback.

Method used

A mechanism that records playback history of individual sounds, classifies them into clusters based on location, and plays collective sounds using these clusters as playback areas, reducing processing load.

Benefits of technology

This approach allows for immersive group sound reproduction while effectively managing processing load, enabling consistent and real-time sound representation in dynamic virtual environments.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a new mechanism that reduces processing load while reproducing realistic group sounds. [Solution] A program is provided to cause an information processing device to function as: a playback history storage unit configured to record the playback history of individual sounds played in a virtual space where player objects and sound generation objects operate; a clustering unit configured to classify the playback locations of the individual sounds into a plurality of clusters based on the playback history; and a collective sound playback unit configured to play collective sounds using the clusters as playback areas.
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Description

Technical Field

[0001] This disclosure relates to a program and a method for playing group sounds.

Background Art

[0002] Among game programs, as a means of production, there are some that generate voices (an example of ambient voices) that express the atmosphere in which non-player characters (NPCs) are noisy. A voice playback method for playing immersive ambient voices has been conventionally known (see, 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] For example, in order to realize an immersive virtual space, individual sounds such as voices and sound effects (SE) by NPCs may be played, and group sounds (collective sounds) may be played. In Patent Document 1, all or part of a plurality of dynamic objects operating in a virtual space are divided into a plurality of clusters by clustering, and voices are associated with each cluster and played.

[0005] However, in Patent Document 1, since ambient sounds are played based on a plurality of dynamic objects operating in a virtual space, there is a problem that the processing for playing immersive ambient voices becomes heavy when the number of dynamic objects increases.

[0006] An object of this disclosure is to provide a new mechanism for playing immersive group sounds while suppressing the processing load.

Means for Solving the Problems

[0007] According to one aspect of this disclosure, the information processing device is a program for causing it to function as: a playback history storage unit configured to record the playback history of individual sounds played in a virtual space in which player objects and sound generation objects operate; a clustering unit configured to classify the playback locations of the individual sounds into a plurality of clusters based on the playback history; and a collective sound playback unit configured to play collective sounds using the clusters as playback areas. [Effects of the Invention]

[0008] From one perspective, this could provide a new mechanism for reproducing immersive group sounds while reducing processing load. [Brief explanation of the drawing]

[0009] [Figure 1] This is a diagram illustrating an example of an information processing system according to this embodiment. [Figure 2] This figure shows an example of the hardware configuration of the information processing device according to this embodiment. [Figure 3] This figure shows an example of the functional configuration of an information processing device. [Figure 4] This is an explanatory diagram illustrating an example of a process that reproduces collective sounds in a virtual space based on sound-generating objects. [Figure 5] This is an explanatory diagram illustrating an example of a process that reproduces collective sounds in a virtual space based on sound-generating objects. [Figure 6] This is an explanatory diagram illustrating an example of a process that reproduces collective sounds in a virtual space based on sound-generating objects. [Figure 7] This is an explanatory diagram illustrating an example of a process that reproduces collective sounds in a virtual space based on sound-generating objects. [Figure 8] This figure illustrates an example of the playback history in this embodiment. [Figure 9] This is an explanatory diagram showing an example of the playback location of hit sounds and defeat voices recorded in the playback history. [Figure 10]This is an explanatory diagram showing an example of clusters classified by clustering. [Figure 11] This is a flowchart illustrating an example of the processing performed by the information processing device according to this embodiment. [Figure 12] This figure shows an example of the functional configuration of an information processing device. [Modes for carrying out the invention]

[0010] The following describes the forms for implementing this disclosure with reference to the drawings.

[0011] [First Embodiment] [System Configuration] First, a system configuration according to one embodiment will be described with reference to Figure 1. Figure 1 is a configuration diagram of an example of an information processing system according to this embodiment. The information processing system according to one embodiment is configured as shown in Figure 1(A) or Figure 1(B), for example. Figure 1(A) is an example of an information processing system configured by an information processing device 10. Figure 1(B) is an example of an information processing system in which the information processing device 10 and a server device 14 are connected to each other via a network 18 so as to be able to communicate.

[0012] The information processing device 10 in Figure 1(A) is a computer operated by the user. The information processing device 10 in Figure 1(A) receives user input via a touch panel, controller, keyboard, or mouse, executes information processing according to the input, and outputs the execution results through display and sound.

[0013] Furthermore, the information processing device 10 and server device 14 in Figure 1(B) are computers similar to those in Figure 1(A). The server device 14 sends and receives data with the information processing device 10, and the information processing device 10 executes information processing in accordance with the operation received from the user and provides the execution results to the information processing device 10. The information processing device 10 outputs the execution results provided by the server device 14 through display and sound, etc.

[0014] The server device 14 may be implemented by a cloud computer. Note that the number of server devices 14 shown in Fig. 1(B) is not limited to one, and two or more server devices may be used for distributed processing. The server device 14 may be used for processes such as downloading programs (applications) etc. to the information processing device 10, user login processing, or managing various databases. Note that the system configuration in Fig. 1 is an example.

[0015] The information processing system shown in Fig. 1 is applicable to various information processing systems that generate player objects and sound generation objects in a virtual space and control the player objects and sound generation objects in the virtual space, such as a game system, a social networking service system, a metaverse system, etc., and reproduce individual sounds and group sounds by the sound generation objects.

[0016] The player object is a display object such as a player character that a user operates in the virtual space. Also, the sound generation object is a display object other than the player object, and generates individual sounds and group sounds in the virtual space that represent the actions and states of the sound generation object. Note that the sound generation object may include player objects operated by other users in the virtual space.

[0017] If the virtual space is a game space, the sound generation objects are, for example, ally characters and enemy characters. Also, if the virtual space is a game space, the individual sounds are, for example, sound effects at the time of an attack hit (hereinafter referred to as "hit sound") and voices at the time of an attack hit (hereinafter referred to as "being-hit voice"). The individual sounds may be, for example, footsteps, the sound of armor, or voices at the time of a charge.

[0018] Furthermore, if the virtual space is a game space, the collective sound might be, for example, the sound of sword fighting. The collective sound could also be, for example, an earthquake, a marching sound, or a shout. The sound generated by the sound-generating object becomes the sound that the information processing device 10 plays back and makes available to the user. For example, if a single sound-generating object generates footsteps as an individual sound, a group of sound-generating objects will generate an earthquake and a marching sound as collective sounds.

[0019] [Hardware configuration] The information processing device 10 according to this embodiment is configured as shown in Figure 2, for example. The configuration of the server device 14 is the same as that of the information processing device 10, so its description is omitted. Figure 2 is a diagram showing an example of the hardware configuration of the information processing device according to this embodiment.

[0020] The information processing device 10 in Figure 2 includes, for example, a CPU (Central Processing Unit) 100, a storage device 102, a communication device 104, an input device 106, and an output device 108. The CPU 100 controls the information processing device 10 according to a program. The storage device 102 is, for example, memory such as ROM (Read Only Memory) or RAM (Random Access Memory), or storage such as HDD (Hard Disk Drive) or SSD (Solid State Drive). The storage device 102 stores programs and data executed by the CPU 100.

[0021] The communication device 104 is a communication device such as a network circuit that controls communication. The input device 106 is an input device such as a touchpad, controller, mouse, keyboard, camera, or microphone. The output device 108 is an output device such as a display or speaker. A touch panel is realized by combining a touchpad, which is an example of an input device 106, and a display, which is an example of an output device 108. The hardware configuration in Figure 2 is just one example. For example, the information processing device 10 may be a smartphone, portable game console, personal computer, workstation, tablet terminal, home game console, or arcade game console. The information processing device 10 may also have a graphics processor unit (GPU) and a digital sound processor (DSP).

[0022] [Functional Configuration] The following describes an example in which the information processing device 10 shown in Figure 1(A) processes individual and collective sounds in the virtual space. However, the information processing device 10 and the server device 14 shown in Figure 1(B) may work together to process individual and collective sounds in the virtual space.

[0023] Figure 3 shows an example of the functional configuration of an information processing device. The information processing device 10 shown in Figure 3 has a configuration comprising a control unit 20, an operation reception unit 22, an output control unit 24, a communication unit 26, and a storage unit 28.

[0024] The memory unit 28 in Figure 3 stores the program 40, object information 42, and playback history 44. The program 40 generates player objects and sound generation objects in the virtual space and causes the information processing device 10 to execute processes to control the player objects and sound generation objects in the virtual space. The program also causes the information processing device 10 to execute processes related to individual sounds and collective sounds in the virtual space. The object information 42 is an example of information related to display objects used by the program 40, such as information related to player objects and sound generation objects.

[0025] The playback history 44 is information that records the playback location and type of sound of individual sounds played in the virtual space. The playback history 44 may also be information recorded for each type of sound. Furthermore, the playback history 44 may also be information that records the playback location and type of sound of individual sounds that are used for clustering, as described later, among the individual sounds played in the virtual space. The storage unit 28 may be implemented by the storage device 102, or by a storage device that is connected to the communication unit 26 in a communicative manner.

[0026] The control unit 20 controls the entire information processing device 10. The control unit 20 is realized when the CPU 100 executes the processing described in the program 40. The control unit 20 has a configuration that includes a virtual space control unit 50, an object control unit 52, a clustering unit 54, an individual sound playback unit 56, and a collective sound playback unit 58.

[0027] The virtual space control unit 50 generates a virtual space, such as a virtual game space, and controls the generated virtual space. The virtual space may be a two-dimensional space or a three-dimensional space. The object control unit 52 generates player objects and sound generation objects in the virtual space and controls the player objects and sound generation objects within the virtual space.

[0028] The clustering unit 54 classifies the playback locations of individual sounds into multiple clusters based on the playback history 44, and sets the clusters as playback areas for collective sounds. Details of the processing of the clustering unit 54 will be described later.

[0029] The individual sound playback unit 56 plays individual sounds and stores the playback location and type of the played individual sound as a playback history 44 in the storage unit 28. The group sound playback unit 58 plays group sounds using the clusters classified by the clustering unit 54 as the playback area. Details of the processing of the group sound playback unit 58 will be described later.

[0030] The operation reception unit 22 receives various user operations on the input device 106. The output control unit 24 outputs various screens to the output device 108 according to the control unit 20. The output control unit 24 also outputs sounds such as individual sounds and collective sounds from the virtual space from the output device 108 according to the control unit 20.

[0031] The operation reception unit 22 is realized by the CPU 100 controlling the input device 106 according to the program 40. The output control unit 24 is realized by the CPU 100 controlling the output device 108 according to the program 40. Various user operations on the input device 106 refer to operations performed by the user on the operation reception unit 22 in order to cause the CPU 100 to execute processing. The output control unit 24 outputs various screens and sounds according to the control of the control unit 20.

[0032] The communication unit 26 communicates via the network 18, etc. The communication unit 26 is realized when the CPU 100 executes the program 40 and controls the communication device 104.

[0033] [process] The following describes the processing of the information processing system according to this embodiment. Here, we will explain an example where the virtual space is a battlefield in a game. In a virtual battlefield, the sense of realism of the battlefield can be further expressed by playing collective sounds in addition to individual sounds.

[0034] For example, to convey the realism of a battlefield, it is necessary to satisfy the following requirements: consistency between the visuals (appearance) and sound of the virtual space, representation of the playback area of ​​collective sounds, and real-time representation that responds to the battlefield situation. Consistency between the appearance and sound of the virtual space involves consistency between the movement of sound-generating objects such as soldiers, the sense of scale of the battle, and the sense of distance from the player object, and the sound being played. Representation of the playback area of ​​collective sounds means that the sound is heard from a range of playback areas, rather than as a point source. Real-time representation that responds to the battlefield situation means representing the update frequency that follows changes in the battlefield situation.

[0035] For example, when reproducing collective sounds in a virtual space based on sound-generating objects, the processing load increases as the number of sound-generating objects increases, as explained using Figures 4 to 7.

[0036] Figures 4 to 7 illustrate an example of a process for reproducing collective sounds in a virtual space based on sound generation objects. Here, we will explain the process flow for reproducing the sound of sword fighting as a collective sound from the playback area based on sound generation objects.

[0037] Figure 4 shows an image of the virtual space in which the player object 1000 and the sound generation object 1002 operate. In Figure 4, the position of the player object 1000 is represented by "□", and the position of the sound generation object 1002 is represented by "●".

[0038] First, sound-generating objects 1002 in the virtual battlefield that are closer to the player object 1000 than a predetermined distance are extracted, for example, as shown in Figure 5. In Figure 5, the positions of sound-generating objects 1002 that are closer to the player object 1000 than a predetermined distance are represented by "●", and the positions of sound-generating objects 1002 that are not closer to the player object 1000 than a predetermined distance are represented by dotted lines "○". The process of extracting sound-generating objects 1002 from Figure 4 to Figure 5 becomes more computationally intensive as the number of sound-generating objects 1002 in the virtual battlefield increases.

[0039] Next, sound-generating objects 1002 that are engaged in combat are extracted from the sound-generating objects 1002 that are closer to the player object 1000 in Figure 5 than a predetermined distance. In Figure 6, sound-generating objects 1002 engaged in combat are represented by "○" in "a" and "b". For example, the "○" in "a" of Figure 6 represents a sound-generating object 1002 that is an enemy of the player object 1000. The "○" in "b" of Figure 6 represents a sound-generating object 1002 that is an ally of the player object 1000.

[0040] The sound-generating object 1002 during combat can be determined from the motion of the sound-generating object 1002, but the conditions tend to become complex as follows.

[0041] For example, if sound-generating object 1002 performing an attack motion is judged as sound-generating object 1002 in combat, it will be judged as being in combat even if the attack motion is performed by only one character. If there is an attack target and sound-generating object 1002 performing an attack motion is judged as sound-generating object 1002 in combat, the sound of sword clashing will be played even if the attack does not hit.

[0042] Next, the playback area for collective sound is determined according to the position of the sound-generating objects 1002 in combat as shown in Figure 6, for example as shown in Figure 7. In Figure 7, an example is shown where the playback area for collective sound is a polygon formed by connecting the four points of the furthest positions of the sound-generating objects 1002 in combat, for example, on a unit basis. In the example in Figure 7, there are many sound-generating objects 1002 in combat to the front left of the player object 1000, so we want the sound of sword fighting to be loud and intense coming from the front left of the player object 1000, but the sound of sword fighting is being emitted evenly from the front of the player object 1000.

[0043] Therefore, in this embodiment, the playback area of ​​the collective sound in the virtual space is determined based on the playback history 44 of the individual sounds, and the collective sound is played. Figure 8 is a diagram illustrating an example of the playback history in this embodiment. As shown in Figure 8, the information processing device 10 records the playback locations of hit sounds and defeated voices, which are examples of individual sounds, as playback history 44.

[0044] Figure 8(A) shows how hit sounds and hit voices are played when a close-range attack is performed. The hit sounds and hit voices played when a close-range attack is performed in Figure 8(A) are recorded as playback history 44.

[0045] Figure 8(B) shows how hit sounds and hit voices are played when a long-range attack is performed. The hit sounds and hit voices played when a long-range attack is performed in Figure 8(B) are recorded as playback history 44.

[0046] Figure 8(C) shows how hit sounds and defeat voices are played due to attacks involving both allies and enemies. The hit sounds and defeat voices played due to the attacks involving both allies and enemies in Figure 8(C) are recorded as playback history 44. When the information processing device 10 has recorded playback history 44 for a predetermined time (e.g., 0.5 seconds), it clusters the playback locations 1004 of the hit sounds and defeat voices recorded in the playback history 44, such as those shown in Figure 9, and classifies them into multiple clusters as shown in Figure 10.

[0047] Figure 9 is an explanatory diagram showing an example of the playback locations of hit sounds and defeat voices recorded in the playback history. Figure 10 is an explanatory diagram showing an example of clusters classified by clustering.

[0048] Clustering of the hit sound and hit voice playback locations 1004 can be done using, for example, the k-means method. Clustering of the hit sound and hit voice playback locations 1004 can also be done using the k-means++ method. For example, by using the k-means method and the k-means++ method, the information processing device 10 can classify the playback locations 1004 in Figure 9 into clusters A to C in Figure 10.

[0049] The information processing device 10 uses clusters A to C, classified by clustering, as playback regions for the sound of sword fighting, which is an example of a collective sound. In the playback region of cluster A, because there are many playback locations 1004 included, strong sword fighting sounds are reproduced as collective sounds. In the playback region of cluster B, because there are a normal number of playback locations 1004 included, medium-tempo sword fighting sounds are reproduced as collective sounds. Furthermore, in the playback region of cluster C, because there are few playback locations 1004 included, weak sword fighting sounds are reproduced as collective sounds.

[0050] Furthermore, the information processing device 10 uses a sound effect playback method called "states," which enables the gradual expression of sword fighting sounds (gradual expression of collective sounds) according to the number of elements constituting the cluster (such as the number of playback history 44).

[0051] The information processing device 10 plays collective sounds using clusters classified by clustering as playback areas. If the player object 1000 is located inside a cluster, the information processing device 10 plays collective sounds so that they can be heard from all directions. If the player object 1000 is not located inside a cluster, the information processing device 10 plays collective sounds so that they can be heard from the direction of the cluster.

[0052] In this embodiment, even collective sounds that cannot be represented based on the number of sound-generating objects 1002, such as the following, can be represented. For example, if a small number of sound-generating objects 1002 are engaged in fierce combat, the number of recorded playback histories 44 will increase, and the sounds of fierce sword fighting can be reproduced as a collective sound.

[0053] Furthermore, even if there are many sound-generating objects 1002, if intense combat is not taking place, the number of recorded playback history 44 will decrease, and weak sword clashes can be reproduced as a collective sound.

[0054] The information processing device 10 executes the processing of the collective sound reproduction method according to this embodiment, for example, in the procedure shown in Figure 11. Figure 11 is a flowchart of an example of the processing of the information processing device according to this embodiment.

[0055] In step S100, the information processing device 10 determines the type of individual sound to be recorded as the playback history 44. The type of individual sound to be recorded as the playback history 44 may be pre-set or set by the user. The type of individual sound to be recorded as the playback history 44 is associated with the collective sound to be played.

[0056] For example, hit sounds and defeat voices, which are examples of individual sound types, are associated with sword fighting sounds, which are examples of group sounds. Also, footsteps, which are examples of individual sound types, are associated with ground tremors and marching sounds, which are examples of group sounds. Furthermore, charge voices, which are examples of individual sound types, are associated with battle cries, which are examples of group sounds.

[0057] In step S102, the information processing device 10 starts recording the playback history 44. The information processing device 10 repeats the process in step S102 until a predetermined time (for example, 0.5 seconds) has elapsed. As a result, the storage unit 28 records the playback location and type of individual sounds, such as hit sounds and defeated voices, that were played in the virtual space during the predetermined time as the playback history 44.

[0058] When a predetermined time has elapsed, the information processing device 10 starts recording the playback history 44 for the next predetermined time and proceeds to steps S104 to S106. In step S106, based on the playback history 44 for the predetermined time recorded in step S102, the information processing device 10 clusters the playback locations 1004 of the individual sounds played in the virtual space during the predetermined time, as shown in Figure 10, for example.

[0059] In step S108, the information processing device 10 sets the clusters classified in step S106 as the collective sound playback area. In step S110, the information processing device 10 starts playing collective sounds, such as the sound of sword fighting, from the playback area set as shown in Figure 10, for example.

[0060] Next, the process proceeds to step S112, where the information processing device 10 determines whether the sound playback scene has ended. If the sound playback scene has not ended, it returns to step S102. Therefore, the information processing device 10 repeats steps S102 to S112 until the sound playback scene ends. Once the sound playback scene ends, the information processing device 10 terminates the process shown in the flowchart in Figure 11. By executing the process in the flowchart in Figure 11, it is possible to play a visually appropriate collective sound while changing the playback area in a virtual space such as a battlefield that is constantly changing, for example.

[0061] According to this embodiment, by determining the types of individual sounds to be recorded as playback history 44 (for example, hit sounds and defeated voices), the playback area of ​​the group sound can be set based on the playback history 44 recorded at predetermined time intervals, and the group sound corresponding to the recorded individual sound type can be played back.

[0062] The information processing device 10 may also record multiple playback histories 44 of different types of individual sounds to be recorded, and based on each of the multiple playback histories 44, execute the processing shown in the flowchart in Figure 11 to set playback areas for multiple types of collective sounds.

[0063] Furthermore, although the flowchart in Figure 11 shows an example using playback history 44 recorded at predetermined intervals, a mechanism may be provided to set a lifespan for the playback history 44 and sequentially delete playback history entries once their lifespan has expired. In addition, the information processing device 10 may perform clustering by assigning weights according to the lifespan of the playback history 44 so that the influence of the most recently played individual sound becomes greater.

[0064] The information processing device 10 may allow adjustment of the number of clusters for the clustering in step S106. For example, the information processing device 10 may classify playback locations 1004 that are close to the player object 1000 in detail, and playback locations 1004 that are far away in a broader manner.

[0065] According to this embodiment, it is possible to set the playback range for collective sounds while suppressing the processing load, and to provide a mechanism for reproducing collective sounds with a sense of presence.

[0066] [Other embodiments] The information processing device 10 of this embodiment may have the functional configuration shown in Figure 12, for example. Figure 12 is a diagram showing an example of the functional configuration of the information processing device. The functional configuration in Figure 12 is the same as the functional configuration in Figure 3, but with the addition of an effect display unit 60 and a combat control unit 62.

[0067] The effect display unit 60 sets the clusters classified by the clustering unit 54 as the effect display area and displays effects such as dust, sparks, and fog. The type of effect displayed in the display area is determined, for example, by the type of individual sound.

[0068] The combat control unit 62 may set the clusters classified by the clustering unit 54 based on the playback locations 1004 of individual combat sounds as combat ranges. The set combat ranges can be used as a guideline for determining the actions of the sound-generating objects 1002 controlled by the combat control unit 62 (for example, moving so that the sound-generating objects 1002 gather within the combat range). The set combat ranges can also be used as influence ranges for status enhancements, etc.

[0069] Furthermore, the information processing device 10 may set a limit on the number of voices to be played for each cluster classified by the clustering unit 54. By setting a limit on the number of voices to be played, the information processing device 10 can control the system so that the same voice is not played many times in a short period of time. For example, the information processing device 10 may set it so that if a weak damage voice is played 10 times per second, it will play a different damage voice with a certain probability. Also, the information processing device 10 may limit the number of simultaneous playbacks, such as being able to play the same sound effect up to 5 times in one frame.

[0070] Furthermore, the information processing device 10 may play voice clips to create a pleasant atmosphere or adjust the volume of background music according to the number of hits for each cluster classified by the clustering unit 54. For example, the information processing device 10 may play a voice clip praising the user if there are consecutive hits. Also, the information processing device 10 may increase the volume of background music the more individual sounds are played.

[0071] In this embodiment, an example of using clustering to classify the playback locations 1004 of individual sounds has been described. However, other methods may be used as long as the playback locations 1004 of individual sounds can be grouped. For example, the grouping of the playback locations 1004 of individual sounds may be performed using principal component analysis.

[0072] The information processing device 10 and server device 14 of the disclosed embodiment should be considered illustrative and not restrictive. The above embodiment can be modified and improved in various ways without departing from the scope and spirit of the appended claims. Furthermore, the matters described in the above-described embodiments can be configured in other ways and combined in a non-consistent manner. [Explanation of symbols]

[0073] 10 Information Processing Devices 14 Server Devices 18 Network 20 Control Unit 44 Playback History 50 Virtual Space Control Unit 52 Object Control Unit 54 Clustering section 56 Individual sound playback section 58 Collective Sound Reproduction Unit 60 Effect Display Section 1000 Player Objects 1002 Sound generation object 1004 Playback location

Claims

1. Information processing equipment, A playback history storage unit configured to record the playback history of individual sounds played in a virtual space where player objects and sound generation objects operate. A clustering unit configured to classify the playback locations of the individual sounds into multiple clusters based on the playback history, A collective sound playback unit configured to reproduce collective sound using the aforementioned cluster as a playback area, A program designed to function as such.

2. The clustering unit is configured to classify the playback locations of individual sounds into multiple clusters based on each of the multiple playback histories recorded for each type of individual sound. The collective sound reproduction unit is configured to reproduce the collective sound corresponding to the type of individual sound, using the cluster as the reproduction area. The program according to claim 1.

3. The clustering unit is configured to repeatedly perform the process of classifying the playback locations of individual sounds into multiple clusters based on the playback history recorded over a predetermined period of time, each time the predetermined period of time has elapsed. The program according to claim 1 or 2.

4. The collective sound playback unit is configured to play the collective sound of one cluster from all directions when the position of the player object is included in the playback area of ​​one of the clusters. The program according to claim 1.

5. The aforementioned information processing device An effect display unit configured to display effects using the aforementioned cluster as a display area, The program according to claim 1, which further functions as such.

6. The aforementioned information processing device A combat control unit configured to determine the cluster as the combat area in the virtual space, The program according to claim 1, which further functions as such.

7. Information processing device, A playback history storage step that records the playback history of individual sounds played in a virtual space where player objects and sound generation objects operate, A clustering step that classifies the playback locations of the individual sounds into multiple clusters based on the playback history, A collective sound playback step in which collective sound is reproduced using the aforementioned cluster as the playback area, A method for reproducing collective sounds.