Gaming machine
By applying distinct equalizer processing to character voices in gaming machines, the audio effects are enhanced, improving player engagement and immersion.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2024-12-12
- Publication Date
- 2026-06-24
Smart Images

Figure 2026103034000001_ABST
Abstract
Description
Technical Field
[0006] , , , , , ,
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In gaming machines such as pachinko machines and slot machines, effect sounds are output from speakers to enliven the game (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] By the way, in gaming machines, it is required to improve the interest of the game.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0006] To achieve the above object, the gaming machine of the present invention includes sound output means for outputting sound (for example, speaker 14), control means (for example, sub-control board 72, sound control unit 76) capable of outputting the voices of a plurality of characters to the sound output means, and the control means is capable of outputting the voice of a first character and outputting the voice of a second character different from the first character to the sound output means, for the voice of the first character, outputs the voice subjected to the first equalizer processing to the sound output means, For the voice of the second character, a second equalizer processing, different from the first equalizer processing, is performed on the voice, and this resulting voice is output to the sound output means.
[0007] According to the present invention, the effect of the voice acting for each character can be enhanced, improving immersion in the game. Therefore, the enjoyment of the game can be improved. [Effects of the Invention]
[0008] According to the gaming machine of the present invention, the sound effect can be improved. [Brief explanation of the drawing]
[0009] [Figure 1] This is a perspective view showing an example of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a view of the game board from the front. [Figure 3] This is a block diagram showing the general configuration of a gaming machine. [Figure 4] This figure shows the frequency characteristics of the first character's voice before and after equalizer processing. [Figure 5] This figure shows the frequency characteristics of the second character's voice before and after equalizer processing. [Modes for carrying out the invention]
[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[0011] Figure 1 is a perspective view showing the external configuration of a gaming machine according to this embodiment. The gaming machine of this embodiment is used to play games using game balls (game value, game medium) rented from a gaming hall, and comprises an outer frame 2 that forms the outer surface of the gaming machine, a game board 6 provided inside the gaming machine that forms a game area 4 on which the game balls move, a glass unit 8 that makes the game board 6 visible to the player but inaccessible to them, and a front frame 10 to which the glass unit 8 is attached.
[0012] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material, there are multiple front frame lamps (lighting devices) 12 that emit special effects lights to enhance the gaming experience.
[0013] Furthermore, the gaming machine of this embodiment has multiple speakers (sound output means) 14. Various sound effects (background music (BGM), notification sounds, sound effects, character dialogue sounds, etc.) are output from the speakers 14 to assist in or enhance the gameplay.
[0014] An upper tray 16 for storing game balls is provided at the lower center of the front frame 10, and a payout opening 18 for dispensing game balls from the game machine to the player is provided on the left side of the inner side of the upper tray 16. A grip unit 20 is provided on the lower right side of the front frame 10, and when the player rotates the grip unit 20 clockwise toward the game machine, a launching device (not shown) located inside the game machine is activated and game balls are launched into the game area 4. The launching device in this embodiment can launch 99 game balls per minute (1.65 per second).
[0015] A supply port 22 for supplying game balls from the upper tray 16 to the launching device is provided on the right side of the inner side of the upper tray 16. Below the upper tray 16, a lower tray 24 is provided for storing excess game balls when the upper tray 16 can no longer hold them all.
[0016] Furthermore, a performance button (performance operation means) 26 is provided on the front edge of the upper tray 16, and when the player operates the performance button 26, the performance displayed on the game machine changes.
[0017] FIG. 2 is a front view showing the external configuration of the game board 6 shown in FIG. 1. As shown in FIG. 2, an outer rail 28 is provided in a circular shape on the game board 6, and the area surrounded by the outer rail 28 is a game area 4 where game balls move. Further, an inner rail 30 is provided in an arc shape along the outer rail 28 at the left end of the game area 4, and the outer rail 28 and the inner rail 30 guide the game balls launched from a launching device (not shown) provided below the game board 6 into the game area 4.
[0018] At the center of the game board 6, an effect unit 36 is provided which includes a liquid crystal display 32 (effect display device) for displaying effect images and the like for enlivening the game, and a display frame 34 formed so as to surround the liquid crystal display 32. And a display frame lamp (lighting device) 38 for outputting effect light and the like for enlivening the game is provided above the center of the liquid crystal display 32 on the display frame 34.
[0019] In the present embodiment, the front side of the liquid crystal display 32 is made impassable to game balls, and the game balls launched from the launching device fall into either the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. Further, a number of game nails (not shown) are driven into the game area 4 so as to intersect the surface of the game board 6, and the moving direction of the game balls moving in the game area 4 changes randomly.
[0020] Also, an opening 40 through which the game balls falling into the game area 4a on the left side of the liquid crystal display 32 can pass is formed in the left part of the display frame 34, and the game balls passing through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8 through which the game balls can fall downward from the stage 44. The game balls falling onto the stage 44 from the passage 42 move back and forth horizontally on the stage 44 and then fall downward from near the center of the stage
[0021] Below the center of the stage 44, there is a first start opening 46 into which game balls that have fallen downward from near the center of the stage 44 can enter. Inside the first start opening 46, there is a first start opening switch 100 (see Figure 3) that detects game balls that have entered the first start opening 46. When the first start opening switch 100 detects a game ball (a game ball entering the first start opening 46), it outputs a detection signal to the main control board 70. Based on the detection signal input from the first start opening switch 100, the main control board 70 executes the first special symbol lottery as a special symbol lottery. Based on the detection signal input from the first start opening switch 100, the main control board 70 also causes the payout device 64 to dispense prize balls. Game balls that have entered the first start opening 46 are collected inside the game machine.
[0022] To the left of the first start opening 46 in the game area 4, there are multiple (3) general prize openings 47 (upper left general prize opening 47a, left-center general prize opening 47b, and lower left general prize opening 47c). The game board 6 is also equipped with a general prize opening switch 101 (see Figure 3) that detects game balls that enter the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c. When the general prize opening switch 101 detects a game ball (entry of a game ball into the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c), it outputs a detection signal to the main control board 70. The main control board 70 then causes the payout device 64 to perform a prize ball payout operation based on the detection signal input from the general prize opening switch 101. Furthermore, one general prize slot switch 101 may be provided for each of the upper left general prize slot 47a, the left middle general prize slot 47b, and the lower left general prize slot 47c, or one may be provided for multiple (for example, three) general prize slots 47. In addition, general prize slots 47 and general prize slot switches corresponding to these general prize slots may also be provided.
[0023] Furthermore, a passage gate 48 is provided in the game area 4b to the right of the liquid crystal display 32, through which game balls pass without being collected inside the game machine. A gate switch 102 (see Figure 3) is also installed inside the passage gate 48 to detect when a game ball has passed through. When the gate switch 102 detects a game ball (passing through the passage gate 48), it outputs a detection signal to the main control board 70. The main control board 70 then performs a regular symbol lottery to determine whether a regular win has occurred based on the input of the detection signal from the gate switch 102.
[0024] Furthermore, a second start port 49 is provided below the passage gate 48 in the game area 4b to the right of the liquid crystal display 32. Inside the second start port 49 is a second start port switch 103 (see Figure 3) which detects game balls that have entered the second start port 49. When the second start port switch 103 detects a game ball (a game ball entering the second start port 49), it outputs a detection signal to the main control board 70. The main control board 70 then executes a second special symbol lottery as a special symbol lottery based on the input of the detection signal from the second start port switch 103. The main control board 70 also causes the payout device 64 to dispense prize balls based on the input of the detection signal from the second start port switch 103. Game balls that have entered the second start port 49 are collected inside the game machine.
[0025] The second starting opening 49 is provided with a standard mechanism 54 (auxiliary means) that can operate between a reduced state (a state in which entry is not assisted) and an enlarged state (a state in which entry is assisted) that makes it difficult for game balls to enter the second starting opening 49. The standard mechanism 54 has a built-in drive device such as a solenoid and is controlled to enter the enlarged state under predetermined conditions when a regular win is achieved in the regular symbol lottery.
[0026] Furthermore, a large prize slot 50 is provided in the game area 4b to the right of the liquid crystal display 32. A count switch 104 (see Figure 3) for detecting game balls that have entered the large prize slot 50 is also installed inside the large prize slot 50. When the count switch 104 detects a game ball (a game ball entering the large prize slot 50), it outputs a detection signal to the main control board 70. The main control board 70 then causes the payout device 64 to perform a prize ball payout operation based on the detection signal input from the count switch 104. The main control board 70 also counts the number of game balls that have entered the large prize slot 50 based on the detection signal input from the count switch 104. The game balls that have entered the large prize slot 50 are then collected inside the game machine.
[0027] The large prize opening 50 is equipped with a special mechanism 56 that can operate between a closed state (second state, entry prohibited state) in which game balls cannot enter the large prize opening 50 and an open state (first state, entry permitted state) in which game balls can enter. The special mechanism 56 has a built-in drive device such as a solenoid and is controlled to be in the open state under predetermined conditions in the special game state that starts when a jackpot is won in the special symbol lottery (first special symbol lottery or second special symbol lottery).
[0028] Furthermore, at the bottom of the game area 4, there is an outlet 58 that collects game balls that fall out of the game area 4 without entering any of the prize winning openings 46, 47, 49, or 50 into the game machine. Inside the game machine, there is an outlet passage (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all game balls launched into the game area 4 (all game balls collected from the game area 4) pass through the outlet passage. That is, game balls launched into the game area 4 are collected from the game area 4 and flow into the outlet passage by entering any of the prize winning openings 46, 47, 49, or 50 or by passing through the outlet 58. Specifically, game balls that enter each prize winning opening 46, 47, 49, or 50 are detected by switches 100, 101, 103, or 104 located inside the prize winning opening, and then guided into the outlet passage. Furthermore, the game balls collected from the out port 58 are guided to the discharge path. An out switch 106 (see Figure 3) is also installed in the discharge path. When the out switch 106 detects game balls passing through the discharge path (discharge of game balls from the game area 4), it outputs a detection signal to the main control board 70. The main control board 70 then counts the number of game balls discharged from the game area 4 based on the detection signal input from the out switch 106.
[0029] The game ball launching device is configured such that the force of the game ball launch changes by adjusting the amount of rotation of the grip unit 20. When the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls into the game area 4a on the left side of the liquid crystal display 32. When the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls into the game area 4b on the right side of the liquid crystal display 32.
[0030] Therefore, the player adjusts the amount of rotation of the grip unit 20 according to the game situation, and launches the game ball so that it falls through the left game area 4a, or passes through the opening 40, passage 42 and stage 44 and enters the first starting opening 46 (left-handed play), or launches the game ball so that it falls through the right game area 4b, passes through the passage gate 48, or enters the second starting opening 49, or enters the large prize opening 50 (right-handed play).
[0031] In this embodiment of the gaming machine, when a game ball falls through the left-side gaming area 4a, the game ball does not pass through the passage gate 48, and therefore does not enter (win) the second starting opening 49 or the large prize opening 50. Also, when a game ball falls through the right-side gaming area 4b, the game ball does not enter the first starting opening 46, the upper left general prize opening 47a, the left middle general prize opening 47b, or the lower left general prize opening 47c.
[0032] A status indicator unit 66 is provided in the lower right part of the game board 6, outside the game area 4, which indicates the various states of the game machine by turning on and off lamps or the like.
[0033] Figure 3 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board that includes a main control board 70 (main control means) and a sub-control board 72 (sub-control means). Furthermore, the functions of each board, such as the main control board 70 and the sub-control board 72, are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and software consisting of a given program pre-stored in ROM, etc.
[0034] The main control board 70 and the sub-control board 72 are electrically connected, and the main control board 70 can transmit various information (commands), such as information indicating the game state, to the sub-control board 72. However, the sub-control board 72 cannot transmit information to the main control board 70.
[0035] The main control board 70 controls the progress of the game. The main control board 70 receives input signals from input means such as the first start gate switch 100, the general prize gate switch 101, the gate switch 102, the second start gate switch 103, the count switch 104, or the out switch 106, performs various calculations to execute the game, and controls the operation of output means such as the status display unit 66, the regular prize 54, the special prize 56, or the payout device 64 based on the calculation results.
[0036] Specifically, the main control board 70 performs a special symbol lottery based on the input of a detection signal from the first start switch 100 or the second start switch 103. Then, based on the fact that a predetermined result (a win) has been obtained in the special symbol lottery, the main control board 70 transitions the game state from the normal game state to the special game state. In the special game state, a special game is performed. In the special game, the main control board 70 changes the special mechanism 56 from the closed state to the open state. This makes it possible for game balls to enter the large prize opening 50. Then, the main control board 70 dispenses game balls (providing game value to the user) based on the input of a detection signal from the count switch 104 that detects the game balls that have entered the large prize opening 50.
[0037] The sub-control board 72 controls the execution of the effects based on information transmitted from the main control board 70. The sub-control board 72 receives information (commands) sent from the main control board 70 and input signals from the effects button switch 108, etc., which detect operations on the effects button 26, and performs various calculations to execute effects according to the progress of the game. Based on the calculation results, it controls the operation of the effects devices such as the liquid crystal display 32, lighting devices 12, 38, or speaker 14.
[0038] The sub-control board 72 primarily controls various effects during gameplay and standby. The sub-control board 72 comprises an effect control unit (effect control means) 74, a sound control unit (sound control means) 76, a memory unit (storage means) 78, and an amplifier 113. In this embodiment, the effect control unit 74 and the sound control unit 76 are configured as a single circuit (for example, in a single package or on a single chip), and are also configured as functional blocks of this circuit.
[0039] As shown in Figure 3, the sound control unit 76 can control multiple speakers 14 via the amplifier 113. The amplifier 113 can convert the signal output from the sound control unit 76 from a digital signal to an analog signal, and amplify this analog signal to drive the speakers 14. In other words, the amplifier 113 functions as both a DAC (digital-to-analog converter) and an amplifier (e.g., a Class D amplifier). Furthermore, the amplifier 113 is packaged as a single chip, and the amplifier 113 and the sound control unit 76 are composed of different components (broadly speaking, electronic components such as integrated circuits, and narrowly speaking, chip components). Specifically, in the gaming machine of this embodiment, the performance control unit 74 and the sound control unit 76 are composed of the main IC (performance control IC: control means) of the sub-control board 72, while the amplifier 113 is composed of an amplifier IC separate from the performance control IC.
[0040] As shown in Figure 3, the sound control unit 76 includes a decoder unit 150, an equalizer unit (frequency response control unit) 151, and a volume control unit 152.
[0041] The decoder unit 150 reads the sound effects (sound data of the sound effects) stored in the sound effects memory unit (ROM) 160 of the memory unit 78 and decodes them. The sound effects decoded by the decoder unit 150 are equalized by the equalizer unit 151 and their volume is adjusted by the volume control unit 152, and they are output from the speaker 14 via the amplifier 113.
[0042] The sound effects memory unit 160 stores, for example, background music (BGM), preview sounds, sound effects, and character dialogue sounds.
[0043] The equalizer unit 151 is capable of achieving a desired frequency characteristic. Specifically, the equalizer unit 151 can strengthen or weaken a predetermined frequency band of the reproduced sound effect depending on the settings. In other words, the equalizer unit 151 performs equalizer processing. The equalizer unit 151 can increase or decrease the volume (sound pressure level) of the reproduced sound effect for each frequency band. In other words, the equalizer unit 151 can set the input and output gain for each frequency band of the sound effect. It can also be said that the equalizer unit 151 functions as a filter circuit (digital filter). That is, the equalizer unit 155 can increase or decrease the volume (gain) of a predetermined band included in the audible range.
[0044] The volume control unit 152 can change the volume of the sound effects played according to the settings.
[0045] The amplifier 113 drives the speaker 14 and outputs sound based on the signal sent from the sound control unit 76. In this embodiment, the signal sent from the sound control unit 76 to the amplifier 113 is, for example, a bit clock signal BCLK, a word clock signal LRCLK, and a serial data signal SDATA, all of which conform to the I2S (Inter-IC Sound) standard.
[0046] Furthermore, part or all of the sound control unit 76 may be provided in the amplifier 113, or part or all of the amplifier 113 may be provided in the sound control unit 76. In other words, part or all of the sound control unit 76 may be composed of an amplifier IC, or part or all of the amplifier 113 may be composed of a sound effect control IC. For example, the amplifier IC may have a function to control the frequency characteristics of the sound effect (for example, part or all of the equalizer unit 151). In other words, the sound control unit 76 may be composed of multiple ICs.
[0047] The settings of the equalizer unit 151 (frequency response setting) and the volume control unit 152 (volume setting) can be changed by the sound control unit 76 by rewriting the settings of its registers (internal registers of the performance control IC (or amplifier IC)). The sound control unit 76 can also control the output of the performance sounds by determining the performance sound output from each speaker 14, the settings of the equalizer unit 151 (frequency response setting), and the settings of the volume control unit 152, according to the performance determined by the performance control unit 74 based on commands from the main control board 70. The settings of the volume control unit 152 may also be determined according to the state of a volume change switch (not shown) provided on the sub-control board 72. Furthermore, the settings of the volume control unit 152 may be changed based on operations on the performance operation means.
[0048] Next, the sound effects output from each speaker 14 will be described. In this embodiment, the sound effect storage unit 160 stores the voices of multiple types of characters as sound effects. Specifically, the sound effect storage unit 160 stores multiple types of lines spoken by each of the multiple types of characters. Specifically, the sound effect storage unit 160 stores multiple types of lines spoken by the first character as the voice of the first character. In addition, the sound effect storage unit 160 stores multiple types of lines spoken by the second character as the voice of a second character different from the first character.
[0049] The first character has a lower voice than the second character. Figure 4(a) shows the frequency characteristics of the first character's voice before the equalizer processing described later is performed. Figure 5(a) shows the frequency characteristics of the second character's voice before the equalizer processing described later is performed. Voice pitch can be determined by, for example, the fundamental frequency, the peak frequency (the frequency with the largest amplitude), or the spectral centroid. That is, when analyzing the voice (voice data) of each character, a character with a relatively low fundamental frequency can be said to have a low voice, and a character with a relatively high fundamental frequency can be said to have a high voice. Also, when analyzing the voice (voice data) of each character, a character with a relatively low peak frequency can be said to have a low voice, and a character with a relatively high peak frequency can be said to have a high voice. Also, when analyzing the voice (voice data) of each character, a character with a relatively low spectral centroid can be said to have a low voice, and a character with a relatively high spectral centroid can be said to have a high voice. Furthermore, each character can utter multiple lines of dialogue, and even for the same character, the pitch of their voice will vary depending on the line. Therefore, a character with a low voice can be said to be a character whose average fundamental frequency, peak frequency, or spectral centroid of all of their lines of dialogue is relatively low, while a character with a high voice can be said to be a character whose average fundamental frequency, peak frequency, or spectral centroid of all of their lines of dialogue is relatively high.
[0050] In the gaming machine of this embodiment, equalizer processing is applied to the voice of each character. Specifically, a first equalizer processing is performed on the voice of the first character. In addition, a second equalizer processing, different from the first equalizer processing, is performed on the voice of the second character.
[0051] Figure 4(a) shows the frequency characteristics of the first character's voice before the first equalizer processing is performed. Figure 4(b) shows the frequency characteristics of the first character's voice after the first equalizer processing is performed.
[0052] In this embodiment, the first equalizer processing includes a process to cut (reduce) low-frequency sounds and a process to boost (increase) high-frequency sounds. Here, the low-frequency range can be said to be a relatively low frequency band, and the high-frequency range can be said to be a relatively high frequency band.
[0053] Specifically, the first equalizer processing includes shelving, which cuts out sounds in a frequency band lower than a predetermined frequency. The first equalizer processing also includes peaking, which boosts sounds in a predetermined frequency band centered around a predetermined frequency. In other words, the first equalizer processing may include at least one of the following: applying a shelving filter to the character's voice (voice data) and applying a peaking filter to the character's voice (voice data). In Figure 4(b), the frequency characteristics of the first equalizer processing (in other words, the shelving filter and the peaking filter) are shown by the solid line A. Also in Figure 4(b), a circled "1" is marked at the point corresponding to the cutoff frequency of the shelving in the first equalizer processing, and a circled "2" is marked at the point corresponding to the center frequency of the peaking in the first equalizer processing.
[0054] In the shelving process related to the first equalizer processing, it is preferable that the sounds cut include sounds in a frequency band of at least 100 Hz or less, and for example, sounds in a frequency band of 200 Hz or less may also be included. In other words, it is preferable to reduce the sound in these frequency bands by 3 dB or more. In this embodiment, the cutoff frequency of the shelving (the frequency at which the gain drops by 3 dB) is set to 100 Hz or more, specifically 200 Hz or more and 500 Hz or less. Specifically, the cutoff frequency of the shelving is set to approximately 290 Hz.
[0055] In gaming machines, when low-frequency sounds are strong, the audio can sound muffled. By using shelving to cut out sounds in the frequency range below a certain frequency, the audio can be made easier to hear.
[0056] Furthermore, in the peaking related to the first equalizer processing, it is preferable that the center frequency be set to 1kHz or higher, for example, it may be set to 3kHz or higher, or to 4kHz or higher. In this embodiment, it is set to approximately 5kHz. Also, in the peaking related to the first equalizer processing, the center frequency may be set while avoiding the 2kHz to 3kHz frequency band. The 2kHz to 3kHz band is a band that humans can easily perceive, and by setting the center frequency while avoiding this band, it is possible to prevent the unpleasantness of the sound from increasing.
[0057] Furthermore, in the peaking related to the first equalizer processing, the gain (the amount of increase for the sound at the center frequency) may be set to 6 dB or more, 9 dB or more, or 12 dB or more. In this embodiment, it is set to approximately 14 dB.
[0058] Typically, the frequency range of the human voice is approximately 100Hz to 1kHz. Therefore, the frequency band above 1kHz mainly consists of harmonics, and it might seem that there is no need to boost it much. However, in this embodiment of the gaming machine, by boosting the sound in this frequency band through peaking, the contours of the voice are made clearer, making the dialogue easier to hear in noisy environments such as gaming halls. Furthermore, in this embodiment of the gaming machine, the peaking gain is set to 6dB or higher, more specifically to 12dB or higher. Applying such an excessive boost to dialogue (human voices) (especially the harmonics) may cause discomfort to the listener in quiet environments. However, since gaming machines are expected to be played in noisy environments, deliberately applying such an excessive boost, which is not usually done, improves intelligibility and enhances the user experience.
[0059] Next, we will explain the second equalizer processing. Figure 5(a) shows the frequency characteristics of the second character's voice before the second equalizer processing is performed. Figure 5(b) shows the frequency characteristics of the second character's voice after the second equalizer processing is performed.
[0060] In this embodiment, the second equalizer processing includes a process to boost (increase) the low-frequency range.
[0061] Specifically, the second equalizer processing includes peaking, which boosts sound in a predetermined frequency band centered around a predetermined frequency. In other words, the second equalizer processing may include applying a peaking filter to the character's voice (voice data). In Figure 5(b), the frequency characteristics of the second equalizer processing (in other words, the peaking filter) are shown by the solid line B. Also in Figure 5(b), a circled "2" is marked at the point corresponding to the center frequency of the peaking in the second equalizer processing.
[0062] In the peaking related to the second equalizer processing, the center frequency is preferably set to 1 kHz or less, and may be set to, for example, 500 Hz or less. In this embodiment, it is set to approximately 360 Hz.
[0063] Furthermore, in the peaking related to the second equalizer processing, the gain (the amount of increase for the sound at the center frequency) may be set to 6 dB or more, 9 dB or more, or 12 dB or more. In this embodiment, it is set to approximately 10 dB.
[0064] High-frequency sounds are easily drowned out by noise, and the voices of high-pitched characters may be difficult to hear in noisy environments such as arcades. In contrast, the gaming machine of this embodiment boosts the low-frequency range of high-pitched character voices, giving them more body and substance, thereby making the dialogue easier to hear. Furthermore, in the gaming machine of this embodiment, the peaking gain is set to 6dB or higher, more specifically to 9dB or higher. In this embodiment, by deliberately performing such an excessive boost to the low-frequency range of high-pitched character voices, it is possible to improve intelligibility and enhance the user experience.
[0065] In the gaming machine of this embodiment, the performance control unit 74 determines which performance to execute according to the progress of the game. Specifically, the performance control unit 74 determines which performance to execute according to the results of various draws such as special symbol draws and regular symbol draws (for example, whether or not a jackpot is won). The performance control unit 74 then instructs the sound control unit 76 to output sound according to the determined performance. Based on the instructions of the performance control unit 74, the sound control unit 76 outputs sound according to the determined performance. Specifically, if the determined performance includes dialogue from the first character, the sound control unit 76, based on the instructions of the performance control unit 74, plays the sound data related to the dialogue of the first character stored in the performance sound memory unit 160 (hereinafter referred to as dialogue data) and outputs the dialogue of the first character to the speaker 14. Furthermore, if the decided performance includes lines from the second character, the sound control unit 76, based on the instructions of the performance control unit 74, plays the sound data related to the second character's lines (hereinafter referred to as "lines data") stored in the performance sound memory unit 160 and outputs the second character's lines to the speaker 14. Here, the lines data can also be said to be sound data related to the lines of the first character or the second character. The lines data may include only the voices of each character and not the background music, or it may include both the voices of each character and the background music.
[0066] Furthermore, the performance includes singing performances by various characters, such as the first character and the second character. The singing performance may be a performance in which the first character and the second character sing together (a performance that includes a part in which the singing voices of the first character and the second character are output simultaneously), or it may be a performance in which they sing separately (a performance that does not include a part in which the singing voices of the first character and the second character are output simultaneously). In other words, the singing performance by the first character and the singing performance by the second character may be the same performance, or they may be different performances. When the performance control unit 74 decides to execute the singing performance by the first character, the sound control unit 76 plays back the sound data related to the singing of the first character (hereinafter referred to as singing data) stored in the performance sound memory unit 160 based on the instructions of the performance control unit 74, and outputs the singing voice of the first character to the speaker 14. Furthermore, when the performance control unit 74 decides to execute a singing performance by the second character, the sound control unit 76, based on the instructions of the performance control unit 74, plays back the sound data related to the second character's singing (hereinafter referred to as singing data) stored in the performance sound memory unit 160, and outputs the second character's singing voice to the speaker 14. Here, the singing data can also be said to be sound data that includes the singing voices of the first character and the second character. Each singing data may include the sounds of various instruments in addition to the singing voices of the first character and the second character. In other words, each singing data can also be said to be data related to a single song (song data) that includes the character's singing voice and the sound of instruments being played.
[0067] As described above, in the gaming machine of this embodiment, multiple types of voices (multiple types of lines) are provided as the voice of the first character. Then, the first equalizer processing is applied to the multiple types of voices related to the first character (for example, all lines). In addition, in the gaming machine of this embodiment, multiple types of voices (multiple types of lines) are provided as the voice of the second character. Then, the second equalizer processing is applied to the multiple types of voices related to the second character (for example, all lines). In other words, the voices of the first character and the second character output from the speaker 14 when the line data is played back may be voices that have undergone the first equalizer processing or the second equalizer processing.
[0068] On the other hand, in the gaming machine of this embodiment, the first equalizer processing is not applied to the singing voice of the first character. Also, the second equalizer processing is not applied to the singing voice of the second character. In other words, the voices of the first character and the second character output from the speaker 14 when the singing data is played back are not subjected to the first or second equalizer processing. However, the first equalizer processing may be applied to the singing voice of the first character. Also, the second equalizer processing may be applied to the singing voice of the second character.
[0069] Furthermore, the voice (dialogue) of the first character and the voice (dialogue) of the second character may be output simultaneously. Here, the sound control unit 76 may have, for example, multiple tracks or channels. A track refers to the execution unit of playback of each sound effect (sound data) stored in the sound effect storage unit 160. A channel refers to the output unit of the sound effect of the sound control unit 76. That is, sounds from different channels may be output from different speakers 14. The sound control unit 76 may also be capable of synthesizing and outputting the sound effect played on each track in each channel. That is, for example, if the dialogue data related to the first character's lines and the dialogue data related to the second character's lines are played on separate tracks and synthesized and output in one channel, the lines of the first character and the lines of the second character may be output simultaneously from one speaker 14. Furthermore, for example, if the dialogue data for the first character's lines and the dialogue data for the second character's lines are played on separate tracks and output using different channels, the lines of the first character and the lines of the second character can be output simultaneously from different speakers 14. In a particular performance, if the voice (dialogue) of the first character and the voice (dialogue) of the second character are output simultaneously from one speaker 14, or from separate speakers 14, the voice of the first character may be output with the first equalizer processing applied, and the voice of the second character may be output with the second equalizer processing applied. Note that "output simultaneously" means that the start timing of each voice does not have to be different, and there must be a timing when the voices overlap.
[0070] Equalizer processing can be performed by the equalizer unit 151. In other words, when the equalizer unit 151 plays the voice of the first character (dialogue (dialogue data)), it can perform first equalizer processing on the voice of the first character and output it to the speaker 14. Also, when the equalizer unit 151 plays the voice of the second character (dialogue (dialogue data)), it can perform second equalizer processing on the voice of the second character and output it to the speaker 14. Here, the equalizer unit 151 can perform different equalizer processing for each channel.
[0071] Alternatively, the sound control unit 76 may store pre-processed audio (dialogue (dialogue data)) in the sound effect storage unit 160, and when executing various effects, it may output pre-processed audio to the speaker 14 by playing back the pre-processed audio. That is, for example, for the voice of the first character, a first equalizer process may be performed in advance using predetermined sound processing software, and the audio after this first equalizer process may be stored in the sound effect storage unit 160. Also, for example, for the voice of the second character, a second equalizer process may be performed in advance using predetermined sound processing software, and the audio after this second equalizer process may be stored in the sound effect storage unit 160. The pre-processed audio of the first character and the second character may be created outside the gaming machine using external equipment (e.g., a personal computer).
[0072] In this embodiment, the same equalizer processing is applied to multiple types (for example, all) of dialogue for a single character. That is, for the first character, the first equalizer processing is applied to each of the multiple types of dialogue. Similarly, for the second character, the second equalizer processing is applied to each of the multiple types of dialogue. However, even for the same character's dialogue, there can be various types of dialogue, such as dialogue delivered with high tension or dialogue delivered with low tension. Therefore, while applying the same equalizer processing to multiple types (for example, all) of dialogue for a single character, it is also possible to apply different equalizer processing depending on the dialogue. In other words, the first equalizer processing performed on the voice of the first character and the second equalizer processing performed on the voice of the second character are equalizer processing that is applied as a base (always performed) to the voice of that character, and in addition to this, equalizer processing according to the lines of dialogue may be performed on each voice (each line of dialogue of each character).
[0073] In this embodiment, separate equalizer processing is performed for the voice of the first character and the voice of the second character. However, separate equalizer processing may also be performed for other characters, such as the third character and the fourth character. That is, a third equalizer processing different from the first and second equalizer processing may be performed for the voice of the third character (multiple types of lines spoken by the third character (e.g., all lines)). Similarly, a fourth equalizer processing different from the first, second, and third equalizer processing may be performed for the voice of the fourth character (multiple types of lines spoken by the fourth character (e.g., all lines)).
[0074] The gaming machine of this embodiment is A sound output means (for example, speaker 14) that outputs sound, The system includes control means (for example, a sub-control board 72, a sound control unit 76) capable of causing the sound output means to output the voices of each of the multiple characters, The control means is The sound output means is capable of outputting the voice of a first character and outputting the voice of a second character different from the first character. The first character's voice is output to the sound output means after the first equalizer processing has been performed on it. For the voice of the second character, a second equalizer processing, different from the first equalizer processing, is performed on the voice, and this resulting voice is output to the sound output means.
[0075] According to the gaming machine of this embodiment, the effect of the voices of each character is enhanced, improving immersion in the game. Therefore, the enjoyment of the game can be improved.
[0076] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. The present invention can also be applied to gaming machines, which include pachinko machines, smart pachinko (registered trademark), slot machines, smart pachislo (registered trademark), and the like.
[0077] Furthermore, within the scope of the present invention, it is possible to freely combine each embodiment, modify any component of each embodiment, or omit any component in each embodiment. [Explanation of Symbols]
[0078] 14. Speaker (means of sound output) 72 Sub-control board (control means) 76 Sound control unit (control means)
Claims
[Claim 1] A sound output means that outputs sound, The sound output means includes a control means capable of outputting the voice of each of the multiple characters, The control means is The sound output means is capable of outputting the voice of a first character and outputting the voice of a second character different from the first character. The first character's voice is output to the sound output means after the first equalizer processing has been performed on it. For the voice of the second character, a second equalizer processing, different from the first equalizer processing, is performed, and the resulting voice is output to the sound output means. Gaming machine.
Citation Information
Patent Citations
Game machine
JP2014014633A