Programs, systems, and control methods
The system synchronizes object actions in virtual spaces with sound markers, enhancing immersion and game enjoyment by aligning object movements with audio cues, addressing the lack of synchronization in existing games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2024-12-02
- Publication Date
- 2026-06-12
AI Technical Summary
Existing games in virtual spaces lack synchronization between virtual space operations and sounds, such as background music and environmental sounds, which hinders immersive and synchronized interactions with objects within the virtual environment.
A computer system and method that associates markers with predetermined playback positions of sounds, controlling object operations in the virtual space to start specific actions when the sound reaches these markers, integrating a virtual space control unit, display processing, and sound processing to synchronize object movements with audio cues.
Enhances the visual and auditory experience by synchronizing object actions with sounds, improving game enjoyment and simplifying the game production process by allowing easier synchronization of audio and actions through marker-based timing.
Smart Images

Figure 2026095814000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, a system, and a control method.
Background Art
[0002] Patent Document 1 discloses a game device that outputs BGM (Back Ground Music) and environmental sounds corresponding to game scenes.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Games such as those described above are performed in a virtual space. In such a virtual space, from the viewpoint of improving the production effects in the virtual space, it is desirable to operate the objects in the virtual space in accordance with the sounds related to the virtual space.
[0005] An object of the present invention is to operate an object in a virtual space in accordance with a sound related to the virtual space.
Means for Solving the Problems
[0006] A first aspect is to function a computer system including one or more computers as a virtual space control unit that controls the operation of an object arranged in a virtual space, a display processing unit that causes an image in the virtual space to be displayed on a display, and a sound processing unit that causes a predetermined sound related to the virtual space to be output from a speaker, where a marker is associated with a predetermined reproduction position of the predetermined sound, The virtual space control unit controls the operation of a predetermined object so that when the playback position of the predetermined sound output from the speaker reaches the predetermined playback position associated with the marker, the predetermined object starts a predetermined operation within the virtual space. It is a program.
[0007] In the first embodiment, The aforementioned predetermined object may be an object selected from a plurality of objects prepared in advance. The aforementioned predetermined operation may be an operation selected from a plurality of pre-prepared operations.
[0008] In the first embodiment, The aforementioned specified sound may include a musical piece or song. The predetermined object may include a predetermined character capable of performing actions corresponding to the music or song. The predetermined operation may include an operation corresponding to the music or song.
[0009] In the first embodiment, The operation of the predetermined object may include a first operation and a second operation which takes precedence over the first operation. The predetermined operation may be the first operation. The virtual space control unit may, if the predetermined object does not perform the second operation, control the operation of the predetermined object in the virtual space such that the predetermined object starts the predetermined operation when the playback position of the predetermined sound output from the speaker reaches the predetermined playback position associated with the marker.
[0010] The second aspect is, A virtual space control unit that controls the movement of objects placed in the virtual space, A display processing unit that displays an image in the virtual space on a display, A voice processing unit that outputs a predetermined voice related to the virtual space to a speaker, A marker is associated with a predetermined playback position of the predetermined voice, When the playback position of the predetermined voice output from the speaker reaches the predetermined playback position indicated by the marker, the virtual space control unit controls the operation of the predetermined object so that the predetermined object starts a predetermined operation in the virtual space It is a system.
[0011] A third aspect is A control method for controlling a virtual space displayed on a display, comprising: A virtual space control step for controlling the operation of an object arranged in the virtual space, A voice processing step for outputting a predetermined voice related to the virtual space to a speaker, A marker is associated with a predetermined playback position of the predetermined voice, In the virtual space control step, when the playback position of the predetermined voice output from the speaker reaches the predetermined playback position associated with the marker, the operation of the predetermined object is controlled so that the predetermined object starts a predetermined operation in the virtual space It is a control method.
Advantages of the Invention
[0012] According to the present invention, a predetermined object in the virtual space can be operated in accordance with a predetermined voice related to the virtual space.
Brief Description of the Drawings
[0013] [Figure 1] It is a block diagram illustrating the configuration of a game device according to an embodiment. [Figure 2] It is a schematic diagram illustrating a marker associated with a predetermined voice. [Figure 3] It is a flowchart illustrating the flow of synchronization processing. [Figure 4]A timing chart that illustrates the timing for a non-player character to perform singing motions in accordance with a piece of music. [Figure 5] A timing chart that illustrates the timing for a non-player character to perform dancing motions in accordance with a piece of music.
Embodiments for Carrying out the Invention
[0014] Hereinafter, embodiments will be described in detail with reference to the drawings. In the figures, the same or corresponding parts are denoted by the same reference numerals and their description will not be repeated. Also, hereinafter, an example in which a program is implemented as a game program and a system is implemented as a game system will be described. The game device (specifically, the control unit) is an example of a computer system composed of one or more computers.
[0015] (Explanation of Terms) First, the terms used in the following description will be explained. Hereinafter, terms such as games and objects will be used.
[0016] A "game" refers to a game (video game) that progresses within a virtual space. The virtual space is a three-dimensional game space and is displayed on a display as an image. Examples of such games include action games in which a player character (a user who plays the game) operated by a player battles an enemy character. The enemy character is an example of a non-player character operated by a computer.
[0017] An "object" refers to a virtual object arranged within the virtual space. Examples of objects include player characters, non-player characters, vehicles, and the like.
[0018] Furthermore, objects include sound source objects, which act as virtual sound sources within the virtual space. Examples of sound source objects include objects that operate within the virtual space and objects that only output sound within the virtual space. Player characters and non-player characters can be sound source objects. In addition to the sounds output from sound source objects, the sounds played in the game (sounds within the virtual space) also include background music (BGM), ambient sounds, and sound effects.
[0019] For the sake of explanation, the following will use the example of a game where "player characters and allied characters defend a base while fighting enemy characters (an action game that includes elements of a tower defense game)." The game described below includes a combat part where the above-mentioned battles take place and a non-combat part where the above-mentioned battles do not take place. Allied characters are an example of non-player characters. In the combat part, allied characters mainly perform actions for combat (actions to advance the game), and in the non-combat part, they mainly perform actions for singing and dancing (actions for theatrical purposes).
[0020] (Game device) Figure 1 illustrates the configuration of a game device 1 according to an embodiment. The game device 1 executes a game in response to user input. The game progresses based on the installed game program and game data. The game devices 1 can communicate with each other using a communication network (not shown) or a short-range wireless communication device (not shown). The game device 1 is an example of a game system.
[0021] Examples of game devices 1 include game consoles, smartphones, tablets, and personal computers, all of which have a display, speakers, and controllers that are either externally connected or built-in. In the following example, game device 1 is described as a "game console with a display, speakers, and controllers that are either externally connected or built-in." Game device 1 comprises a game console 10, a display 21, speakers 22, and a controller 23.
[0022] [Game console hardware configuration] The game console 10 includes a network interface 11, a graphics processing unit 12, an audio processing unit 13, an operation processing unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphics processing unit 12, the audio processing unit 13, the operation processing unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.
[0023] The network interface 11 is connected to other information processing devices via a communication network (not shown) in order to send and receive various information and data with other game devices 1 or other information processing devices such as external server devices (not shown).
[0024] A display 21 is connected to the graphics processing unit 12. The graphics processing unit 12 displays various images (moving images rendered in video format) on the display 21 according to the various image information output from the control unit 16. The display 21 is a display used by the user and is an example of a display device that shows images to the user.
[0025] The audio processing unit 13 is connected to the speaker 22. The audio processing unit 13 outputs various sounds to the speaker 22 according to the various audio information output from the control unit 16. The speaker 22 is a speaker used by the user and is an example of an audio device that outputs sound towards the user.
[0026] The controller 23 is connected to the operation processing unit 14. The operation processing unit 14 sends and receives data related to operation input to and from the controller 23. The operation processing unit 14 then transmits operation information indicating the operation input to the controller 23 to the control unit 16. The controller 23 is a controller used by the user and is an example of an operation unit operated by the user.
[0027] For example, the user inputs an operation signal to the game device 1 by operating the controller 23. That is, when the controller 23 receives an operation from the user, it transmits an operation signal corresponding to the user's operation to the operation processing unit 14. The operation processing unit 14 generates operation information based on the operation signal and transmits that operation information to the control unit 16.
[0028] The memory unit 15 stores various information and data. The memory unit 15 is composed of an HDD, SSD, RAM, ROM, etc. In this example, the memory unit 15 stores a game program and game data for running the game. The game data includes image data for generating various images to be displayed on the display 21, audio data for generating various sounds to be output from the speaker 22, and control data (such as setting values such as thresholds) used to control processing by the game device 1.
[0029] The control unit 16 controls the operation of the game device 1. The control unit 16 sends and receives various information and data, and processes various information and data. The control unit 16 has a CPU (microcomputer) and memory. The memory stores programs for operating the CPU, etc. In this example, the control unit 16 controls the display 21 and speaker 22 by controlling the graphics processing unit 12 and the audio processing unit 13.
[0030] [Functional configuration of the control unit in a game device] The control unit 16 includes a game progress unit 100, a display processing unit 101, and an audio processing unit 102. Specifically, the control unit 16 functions as the display processing unit 101 and the audio processing unit 102 by having its CPU execute various programs. This program is an example of a game program.
[0031] <Game Management Team> The game progress unit 100 controls and advances the game. The game progress unit 100 also controls the virtual space (the virtual space in which the game progresses) in response to user input. The game progress unit 100 is an example of a virtual space control unit that controls the movement of objects placed within the virtual space.
[0032] In this example, the game progress unit 100 moves the player character in the virtual space in response to user inputs on the controller 23. The game progress unit 100 also moves other objects, such as non-player characters, in the virtual space. For example, the game progress unit 100 controls the movement of non-player characters and other objects using AI (artificial intelligence). In this way, the game progress unit 100 advances the game by moving various objects placed in the virtual space.
[0033] For example, the game progress unit 100 controls (progresses) a game played in the virtual space by controlling (generating or updating) three-dimensional data representing the virtual space, which includes various objects, so that various objects can operate within the virtual space. The three-dimensional data representing the virtual space includes well-known data for constructing the virtual space, such as data relating to the world coordinate system, which is the coordinate system that represents the field in the virtual space and serves as the reference coordinate system for direction within the virtual space; data relating to the local coordinate system, which is the coordinate system of objects placed in the virtual space; and data relating to the shape of the objects.
[0034] <Display Processing Section> The display processing unit 101 displays images from the virtual space controlled by the game progress unit 100 on the display 21. In this example, the display processing unit 101 generates image data representing the images in the virtual space and supplies this image data to the graphics processing unit 12. As a result, the images in the virtual space indicated by the image data are displayed on the display 21.
[0035] For example, a virtual camera (not shown in the illustration) is placed within the virtual space. The virtual camera is placed near the player character. The virtual camera is a virtual viewer (viewpoint) and serves as a reference point for reproducing the "player character's viewpoint (first-person view)" or the "viewpoint of viewing the player character from behind, etc. (third-person view)".
[0036] The display processing unit 101 moves the virtual camera within the virtual space to follow the movement of the player character. Furthermore, if the virtual camera serves as the reference point for a first-person perspective, the display processing unit 101 changes the orientation of the virtual camera within the virtual space to follow the orientation of the player character. Finally, the display processing unit 101 displays the image of the virtual space obtained by the virtual camera on the display 21.
[0037] Specifically, the display processing unit 101 generates image data that indicates the image according to the shooting conditions of the virtual camera in the virtual space, so that the image displayed on the display 21 includes the "image obtained by the virtual camera". The shooting conditions of the virtual camera include the orientation of the virtual camera, the orientation of objects placed in the virtual space, and the distance between the virtual camera and the objects.
[0038] The images obtained by the virtual camera are images of the virtual space according to the shooting conditions of the virtual camera, and are generated from three-dimensional data representing the virtual space controlled by the game progress unit 100. The process of generating such images of the virtual space (two-dimensional data) from three-dimensional data is a well-known process such as projection transformation.
[0039] Then, by displaying the image shown in the generated image data on the display 21, it is possible to display an image on the display 21 that appears as if it were taken by a virtual camera in a virtual space.
[0040] <Speech Processing Section> The audio processing unit 102 outputs sounds from the virtual space controlled by the game progress unit 100 to the speaker 22. In this example, the audio processing unit 102 generates audio data representing the sounds in the virtual space and supplies this audio data to the audio processing unit 13. As a result, the sounds from the virtual space indicated by the audio data are output from the speaker 22.
[0041] For example, a virtual microphone (not shown in the diagram) is placed within the virtual space. The virtual microphone, along with a virtual camera, is placed near the player character. The virtual microphone is a virtual listener (sound collection point) and a reference point for sound localization.
[0042] The audio processing unit 102 moves the virtual microphone within the virtual space to follow the movement of the player character and the virtual camera. The audio processing unit 102 also changes the orientation of the virtual microphone to follow the orientation of the virtual camera. Finally, the audio processing unit 102 outputs the sound obtained from the virtual microphone within the virtual space to the speaker 22.
[0043] Specifically, the audio processing unit 102 generates audio data that indicates the sound according to the sound pickup conditions of the virtual microphone in the virtual space, so that the sound output from the speaker 22 includes "sound obtained by the virtual microphone". The sound pickup conditions of the virtual microphone include the orientation of the virtual microphone, the volume of sound output from objects placed in the virtual space, the direction from which sound is output from the objects, and the distance between the virtual microphone and the objects.
[0044] Furthermore, the audio output from objects placed in the virtual space is the audio associated with that object (pre-prepared audio). The audio obtained by the virtual microphone is the audio within the virtual space according to the microphone's pickup conditions, and is generated based on the audio associated with the objects placed in that virtual space. The process of generating the above-mentioned audio within the virtual space from the audio associated with objects is a well-known process such as speech synthesis.
[0045] Then, by outputting the audio data generated as described above to speaker 22, it is possible to output audio to speaker 22 that sounds as if it were picked up by a virtual microphone in a virtual space.
[0046] [Prescribed voice] As shown in Figure 2, a marker 30 is associated with a predetermined playback position of a predetermined audio. In other words, the predetermined audio is the audio to which a marker 30 is associated with a predetermined playback position. The playback position is the position (time) on a time axis with the start time of the audio, which changes over time, as the reference point (e.g., zero). The audio processing unit 102 outputs the predetermined audio related to the virtual space to the speaker 22.
[0047] In this example, marker 30 is associated with a predetermined object and a predetermined action. The predetermined object is an object that is defined to perform a predetermined action when the playback position of a predetermined sound output from speaker 22 reaches a predetermined playback position. The predetermined action is an action that is defined to be performed by the predetermined object when the playback position of a predetermined sound output from speaker 22 reaches a predetermined playback position. The predetermined playback position is a playback position in which the predetermined object is defined to start the predetermined action.
[0048] The memory unit 15 stores marker information for each marker 30, which is information related to that marker 30. The marker information includes the "predetermined playback position of a predetermined sound", the "predetermined object", and the "predetermined operation" associated with the marker 30. The marker information indicates which predetermined sound and which playback position the marker 30 is associated with, and which object and operation are associated with that marker 30. By referring to the marker information, the control unit 16 can determine which marker 30 is associated with the predetermined playback position of the predetermined sound, and which predetermined object and predetermined operation are associated with that marker.
[0049] Examples of specified sounds include music and songs. Examples of specified objects include a specified character capable of performing actions according to music, and a specified character capable of performing actions according to songs. Examples of specified actions include actions according to music and actions according to songs.
[0050] Examples of actions in response to music include playing an instrument in time with the music, moving the body in time with the rhythm of the music, and dancing movements (dance motions) in time with the music. Examples of actions in response to singing include moving the body in time with the singing, moving the mouth in time with the lyrics, moving the body in time with the rhythm of the song, and singing movements (singing motions) in time with the song.
[0051] In the example in Figure 2, marker 30 is associated with the playback position "00:03.50" of the predetermined audio (playback time 3.5 seconds after the start). Marker 30 is also associated with an object ID "NPC1" to identify a singing character capable of performing singing motions corresponding to the songs (vocal parts) included in the music, and a motion ID "M1" to identify the singing motion. The singing character is a non-player character and is an example of the predetermined character described above.
[0052] In this example, the designated object is an object selected from among several pre-prepared objects (objects that could be candidates for the designated object). The designated action is an action selected from among several pre-prepared actions (actions that could be candidates for the designated action).
[0053] Specifically, the "predetermined playback position of the predetermined sound" associated with marker 30 is a playback position selected (specified) by the creator during the game production process. The predetermined object associated with marker 30 is an object selected by the creator from among several pre-prepared objects during the game production process. The predetermined action associated with marker 30 is an action selected by the creator from among several pre-prepared actions during the game production process.
[0054] [Processing by the control unit (synchronous processing)] The control unit 16 performs various processes, including synchronization processing. Synchronization processing is the process of moving objects in the virtual space in accordance with the sound in the virtual space.
[0055] In the synchronization process, the game progress unit 100 controls the movement of a predetermined object so that when the playback position of a predetermined sound output from the speaker 22 reaches a predetermined playback position associated with the marker 30, the predetermined object starts a predetermined action in the virtual space.
[0056] In this example, the actions of a predetermined object include a first action and a second action. The second action takes precedence over the first action. The predetermined action corresponds to the first action. In the synchronization process, if the predetermined object does not perform the second action, the game progress unit 100 controls the actions of the predetermined object so that the predetermined object starts the predetermined action in the virtual space when the playback position of the predetermined sound output from the speaker 22 reaches the predetermined playback position associated with the marker 30.
[0057] [Synchronization process flow] Next, with reference to Figure 3, the flow of the synchronization process will be explained. The following process is performed each time the conditions for outputting a predetermined sound are met. Note that the synchronization process is an example of a control method for controlling the virtual space displayed on the display 21. The processing by the game progress unit 100 is an example of a virtual space control step that controls the movement of objects placed in the virtual space. The processing by the sound processing unit 102 is an example of a sound processing step that causes a predetermined sound related to the virtual space to be output to the speaker 22.
[0058] <Step S11> First, the audio processing unit 102 starts outputting a predetermined sound to the speaker 22. The game progress unit 100 starts monitoring the playback position of the predetermined sound output from the speaker 22.
[0059] <Step S12> Next, the game progress unit 100 determines whether the playback position of a predetermined sound output from the speaker 22 has reached a predetermined playback position associated with the marker 30. If the playback position of the predetermined sound reaches the predetermined playback position, the process in step S13 is performed.
[0060] <Step S13> When the predetermined audio playback position reaches the predetermined playback position, the game progression unit 100 determines whether the predetermined object associated with the marker 30 is performing the second action. If the predetermined object is performing the second action, the synchronization process ends and the predetermined object continues the second action. If the predetermined object is not performing the second action, the process in step S14 is performed.
[0061] <Step S14> If the playback position of the predetermined sound has reached the predetermined playback position and the predetermined object has not yet performed the second action, the game progress unit 100 controls the movement of the predetermined object so that the predetermined object starts the predetermined action in the virtual space. As a result, the predetermined object displayed on the display 21 starts the predetermined action. Next, the process of step S15 is performed.
[0062] <Step S15> The game progress unit 100 determines whether the conditions for a predetermined object to start a second action are met (whether the predetermined object is about to start a second action). If the conditions for starting a second action are met, the game progress unit 100 controls the operation of the predetermined object so that the predetermined object finishes its first action and starts a second action. When the predetermined object starts a second action, the synchronization process ends. If the conditions for starting a second action are not met, the process in step S16 is performed.
[0063] <Step S16> The game progress unit 100 determines whether a predetermined action by a predetermined object has been completed. If the predetermined action has been completed, the synchronization process ends; otherwise, the process in step S15 is performed.
[0064] [Specific example of synchronization processing (singing motion)] Figure 4 illustrates the timing of when a non-player character performs singing motions in accordance with the music. In the example in Figure 4, the music is a song that includes an intro part and a singing part (song), and is an example of a predetermined audio. Marker 30 is associated with the playback position where the intro part ends and the singing part begins. Marker 30 is associated with an object ID "NPC1" which indicates a singing character (non-player character) capable of performing singing motions according to the song (singing part) included in the music, and a motion ID "M1" which indicates the singing motion.
[0065] At time t0, the synchronization process begins. This starts the output of the music from speaker 22, and the intro part of the song is output from speaker 22. The singing character displayed on display 21 is in a waiting state (standby state) and does not move.
[0066] At time t1, the intro part of the song output from speaker 22 ends and the output of the singing part begins. At this time, the playback position of the song output from speaker 22 reaches a predetermined playback position (the playback position associated with marker 30), and the singing character displayed on display 21 begins singing motion. After that, the singing character continues singing motion to match the singing part. For example, the singing character moves its mouth to match the lyrics and moves its body to match the rhythm of the song.
[0067] [Specific example of synchronization (dance motion)] Figure 5 illustrates the timing of a non-player character performing dance motions in time with music. In the example in Figure 5, the music is a piece of music that is repeatedly played during gameplay and is an example of a predetermined sound. An example of a piece of music that is repeatedly played is background music (BGM) that expresses the worldview of the virtual space. Marker 30 is associated with an object ID "NPC2" which indicates a dancing character (non-player character) capable of performing dance motions corresponding to the music, and a motion ID "M2" which indicates the dance motion. Note that the dancing character can also perform actions for combat. Actions for combat are an example of a second action.
[0068] At time t0, the synchronization process begins. This causes the speaker 22 to start outputting music. The dancing character displayed on display 21 is in combat and performing actions for combat.
[0069] At time t1, the playback position of the music output from speaker 22 reaches the predetermined playback position (the playback position associated with marker 30). At this time, the dancing character is performing combat actions (second action). Therefore, the dancing character continues combat actions without performing any dance motions.
[0070] At time t2, the first cycle of the song (output from speaker 22) finishes, and the second cycle of the song begins. The dancing characters have finished their combat actions and are in a waiting state before time t2.
[0071] At time t3, the playback position of the second loop of the song reaches the predetermined playback position (the playback position associated with marker 30), and the dancing character displayed on display 21 begins its dance motion. The dancing character then continues its dance motion in time with the music. For example, the dancing character moves its body in time with the rhythm of the music.
[0072] Furthermore, if combat begins while a dancing character is performing a dance motion (switching from a non-combat state to a combat state), the dancing character will end their dance motion and begin combat actions. For example, a non-combat state is a state in which no enemy characters are present within a predetermined range based on the dancing character's position (e.g., the center), while a combat state is a state in which enemy characters are present within the aforementioned predetermined range (a state in which the dancing character is fighting an enemy character). The condition for combat to begin is when an enemy character enters the aforementioned predetermined range.
[0073] In other words, when a predetermined object is performing a predetermined first action, and the conditions for starting a second action which takes precedence over the first action are met, the game progress unit 100 controls the action of the predetermined object so that the predetermined object finishes the predetermined action and starts the second action.
[0074] [Summary of Embodiments] In summary, the program (game program) of the embodiment causes a computer system (control unit 16) consisting of one or more computers to function as a virtual space control unit (game progress unit 100) that controls the movement of objects placed in the virtual space, a display processing unit 101 that displays images in the virtual space on the display 21, and an audio processing unit 102 that outputs predetermined sounds (such as music) related to the virtual space to the speaker 22. A marker 30 is associated with a predetermined playback position of the predetermined sound. The virtual space control unit controls the movement of predetermined objects (such as non-player characters) in the virtual space so that when the playback position of the predetermined sound output from the speaker 22 reaches the predetermined playback position associated with the marker 30, the object (such as a non-player character) starts a predetermined action (such as a singing motion).
[0075] The system of the embodiment (game device 1) comprises the above-mentioned virtual space control unit (game progress unit 100), the above-mentioned display processing unit 101, and the above-mentioned sound processing unit 102.
[0076] The control method of this embodiment is a control method for controlling a virtual space displayed on the display 21, and comprises a virtual space control step for controlling the operation of objects placed in the virtual space, and an audio processing step for outputting predetermined sounds related to the virtual space to the speaker 22. A marker 30 is associated with a predetermined playback position of the predetermined sound. In the virtual space control step, the operation of a predetermined object is controlled so that when the playback position of the predetermined sound output from the speaker 22 reaches the predetermined playback position associated with the marker 30, the predetermined object starts a predetermined operation in the virtual space.
[0077] [Effects of the Embodiment] As described above, in this embodiment, the game progress unit 100 controls the operation of a predetermined object so that when the playback position of a predetermined sound output from the speaker 22 reaches a predetermined playback position associated with the marker 30, the predetermined object starts a predetermined operation in the virtual space.
[0078] According to the above configuration, predetermined objects within the virtual space can be made to move in accordance with predetermined sounds associated with the virtual space. This can improve the visual effects in the virtual space, thereby enhancing the enjoyment of the game.
[0079] Furthermore, since the start timing of a predetermined action by a predetermined object can be determined based on the playback position of a predetermined sound, it is easier to synchronize the predetermined sound and the predetermined action than when creating a predetermined sound to match the predetermined action by the predetermined object. For example, in the game production process, the person in charge of sound production can use the marker 30 to easily set the start timing of a predetermined action by a predetermined object to match the predetermined sound.
[0080] Furthermore, since the predetermined audio and predetermined action can be synchronized based on the predetermined playback position of the predetermined audio associated with the marker 30, it is possible to synchronize the predetermined audio and predetermined action more easily than when the predetermined action is created to match the changes in the waveform of the predetermined audio (for example, in the case of a technique such as lip-syncing).
[0081] Furthermore, in this embodiment, the predetermined object is an object selected from a plurality of pre-prepared objects. The predetermined operation is an operation selected from a plurality of pre-prepared operations.
[0082] According to the above configuration, it is possible to select a predetermined object that performs a predetermined action at a predetermined playback position of a predetermined sound. Furthermore, it is possible to select a predetermined action that the predetermined object starts at a predetermined playback position of the predetermined sound. As a result, for example, in the game production process, the person in charge of sound production can easily determine a predetermined object and predetermined action to match the predetermined sound.
[0083] In the embodiment, the predetermined sound includes a musical piece or song. The predetermined object includes a predetermined character capable of performing actions corresponding to the musical piece or song. The predetermined action includes actions corresponding to the musical piece or song.
[0084] According to the above configuration, predetermined characters can be made to move in accordance with the music or song. This can enhance the visual effects of the music or song, thereby improving the enjoyment of the game.
[0085] Furthermore, in this embodiment, the operation of a predetermined object includes a first operation and a second operation. The second operation takes precedence over the first operation. The predetermined operation corresponds to the first operation. If the predetermined object does not perform the second operation, the game progress unit 100 controls the operation of the predetermined object so that the predetermined object starts the predetermined operation in the virtual space when the playback position of the predetermined sound output from the speaker 22 reaches the predetermined playback position associated with the marker 30.
[0086] According to the above configuration, when a second operation with a higher priority than a predetermined operation is being performed, a predetermined operation with a lower priority than the second operation is prevented from being performed. This prevents situations where the higher-priority second operation is interrupted and the lower-priority predetermined operation is started (an unnatural change in operation that does not conform to the situation in the virtual space).
[0087] (Other embodiments) In the above explanation, the following configuration or processing may be used.
[0088] Multiple markers 30 may be associated with multiple predetermined playback positions in a single predetermined audio.
[0089] Multiple predetermined objects may start predetermined actions at predetermined playback positions of predetermined audio associated with a single marker 30. For example, multiple predetermined objects may be associated with a single marker 30.
[0090] At a predetermined playback position of a predetermined sound associated with a single marker 30, only a predetermined object selected from among multiple predetermined objects may initiate a predetermined operation. For example, multiple predetermined objects may be associated with a single marker 30, and a "predetermined object that performs a predetermined operation" may be selected from among these multiple predetermined objects.
[0091] The selection of the "predetermined object that performs the predetermined action" described above may be performed by the control unit 16 (for example, the game progress unit 100). Furthermore, the predetermined object that performs the predetermined action may be randomly selected from among multiple predetermined objects, or it may be selected based on predetermined selection conditions. For example, the selection condition may be to select the predetermined object that is closest to the player character from among multiple predetermined objects as the "predetermined object that performs the predetermined action".
[0092] The predetermined object that initiates a predetermined action at a predetermined playback position of a predetermined sound associated with marker 30 is not limited to a non-player character. For example, the predetermined object may be a player character or any other object.
[0093] If the predetermined object is a player character, the system may cause the player character to perform a predetermined action depending on whether or not the player provides an input (input of an operation to the controller 23). Specifically, the game progression unit 100 may control the player character's actions such that the player character performs a predetermined action when there is no input from the player, and performs an action corresponding to the player's input when there is input from the player.
[0094] In the above example, the predetermined action may be a predefined idle motion, which is a fixed action (body movement) that is automatically performed while the player character is idle. In the above example, the action that responds to the player's input is an example of a second action (an action that takes precedence over the predetermined action), and the condition that the player's input begins is an example of a condition for the predetermined object to start the second action.
[0095] The audio (audio data) does not necessarily need to be prepared in advance. For example, the audio processing unit 102 may synthesize or generate audio (audio data) each time based on some data (for example, audio data stored in the memory unit 15) or information.
[0096] The game program may be implemented to be executed by multiple cooperating computers. In this case, the processing performed in the control unit 16 of the game device 1 may be handled by one of the multiple computers, or it may be divided among multiple computers. The game system may consist of the control unit of one information processing device (game device 1), or it may consist of the control units of multiple information processing devices.
[0097] For example, the game program may be an online game program executed by a control unit of a game device 1 and a control unit of a server device (not shown) that communicate via a network. In this case, the processing performed in the control unit 16 of the game device 1 may be performed in the control unit of the server device, or it may be shared between the control unit of the game device 1 and the control unit of the server device. The game device 1 may be a portable information terminal such as a smartphone or tablet.
[0098] Games are not limited to action games. For example, a game could be a role-playing game, a simulation game, or any other type of game.
[0099] The virtual space may be a three-dimensional space or a two-dimensional space.
[0100] As an example of a virtual space, I mentioned the virtual space in which a game takes place (game space), but it is not limited to this. For example, a virtual space could be a virtual space where avatars communicate with each other (metaverse space). In other words, the services provided in a virtual space are not limited to games. For example, the services provided in a virtual space could be the provision of a platform for commercial transactions, the provision of a platform for communication, etc.
[0101] The effects and benefits of the present invention will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine these embodiments with other embodiments, and with other embodiments as appropriate. The above embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Explanation of Symbols]
[0102] 1. Game device (game system) 10 game consoles 11 Network Interfaces 12 Graphics Processing Unit 13 Audio Processing Unit 14 Operation Processing Unit 15 Storage section 16 Control Unit 21 displays 22 speakers 23 Controllers 30 markers 100 Game Progression Unit (Virtual Space Control Unit) 101 Display Processing Unit 102 Audio Processing Unit
Claims
1. A computer system consisting of one or more computers, A virtual space control unit that controls the movement of objects placed in the virtual space, A display processing unit that displays an image in the virtual space on a display, It functions as an audio processing unit that outputs predetermined sounds related to the virtual space to a speaker. A marker is associated with a predetermined playback position of the predetermined audio. The virtual space control unit controls the operation of a predetermined object so that when the playback position of the predetermined sound output from the speaker reaches the predetermined playback position associated with the marker, the predetermined object starts a predetermined operation within the virtual space. program.
2. In the program of claim 1, The aforementioned predetermined object is an object selected from a plurality of pre-prepared objects. The aforementioned predetermined action is an action selected from a plurality of actions that have been prepared in advance. program.
3. In the program of claim 1, The aforementioned specified sound includes a musical piece or song, The predetermined object includes a predetermined character capable of performing actions corresponding to the music or song, The predetermined operation includes an operation corresponding to the song or music. program.
4. In any one of the programs of claims 1 to 3, The operation of the predetermined object includes a first operation and a second operation which takes precedence over the first operation. The predetermined operation corresponds to the first operation, The virtual space control unit controls the operation of the predetermined object so that, if the predetermined object does not perform the second operation, the predetermined object starts the predetermined operation within the virtual space when the playback position of the predetermined sound output from the speaker reaches the predetermined playback position associated with the marker. program.
5. A virtual space control unit that controls the movement of objects placed in the virtual space, A display processing unit that displays an image in the virtual space on a display, The system includes an audio processing unit that outputs predetermined sounds related to the virtual space to a speaker, A marker is associated with a predetermined playback position of the predetermined audio. The virtual space control unit controls the operation of a predetermined object so that when the playback position of the predetermined sound output from the speaker reaches the predetermined playback position indicated by the marker, the predetermined object starts a predetermined operation within the virtual space. system.
6. A control method for controlling a virtual space displayed on a screen, A virtual space control step that controls the operation of objects placed in the virtual space, The system includes an audio processing step that causes a predetermined sound related to the virtual space to be output to a speaker, A marker is associated with a predetermined playback position of the predetermined audio. In the virtual space control step, the operation of the predetermined object is controlled so that when the playback position of the predetermined sound output from the speaker reaches the predetermined playback position associated with the marker, the predetermined object starts a predetermined operation within the virtual space. Control method.