Game system and program

The game system addresses sound processing overload by setting special regions for targeted sound effects generation and output, effectively managing sound sources and components based on game conditions, thereby reducing processing load.

JP2026123128APending Publication Date: 2026-07-29BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
BANDAI NAMCO ENTERTAINMENT INC
Filing Date
2026-04-22
Publication Date
2026-07-29

AI Technical Summary

Technical Problem

Existing game systems face challenges in reducing sound processing load when the number of events increases or terrain complexity leads to numerous sound generations, including reverberation, exceeding processing capabilities.

Method used

A game system that sets special regions within a virtual space for targeted sound processing, selectively performing sound effects generation and output based on game conditions, such as the number of sound sources, reverberation levels, and player or camera positions, using detection and simulation to manage sound sources and components.

Benefits of technology

Significantly reduces overall sound processing load by narrowing down sound sources and components subjected to processing, ensuring efficient sound output even in complex game environments.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system that can significantly reduce the overall load of sound processing when outputting sound as game sound by narrowing down the sounds or sound components that are subject to sound processing. [Solution] The server device 10 has a configuration that, when there are sound sources that should be excluded from sound processing, such as unnecessary sound sources, or when the sound processing for generating sound effects becomes complicated, it places a virtual object for sound control in an appropriate position in the virtual space, for example, between the reference position and the object containing the sound source to be excluded, and performs sound processing based on the placed virtual object for sound control.
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Description

Technical Field

[0006] , , ,

[0001] The present invention relates to a game system, a program, and a game providing method.

Background Art

[0002] Conventionally, with the development of terminal devices such as game devices or information communication terminal devices, or the development of communication technologies such as networks, not only games that provide high-precision images but also games incorporating the construction or experience of virtual three-dimensional spaces such as VR have become widespread.

[0003] Also, in such a virtual three-dimensional space, not only images but also realistic sound processing is required. Recently, there are also known ones that simulate the sound field space formed in the virtual three-dimensional space to provide realistic sound.

[0004] For example, in a game system that executes such realistic sound processing, when analyzing the sound field of a virtual three-dimensional space, a virtual space object having predetermined acoustic parameters and simply modeling the sound field space is arranged, and acoustic simulation is performed on the sound field space formed by the space object to reduce the load when generating an acoustic signal in the game (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] However, in the game system described in Patent Document 1 above, when the number of events increases, or when the terrain in the virtual space becomes complex, such as when there are many irregularities on the surface of the terrain, and many sounds are generated, including reverberation, there are limits to how much the processing load for generating acoustic signals can be reduced.

[0007] The present invention was made to solve the above problems, and its purpose is to provide a game system that can significantly reduce the overall load of sound processing when outputting as game sound by narrowing down the sounds or sound components that are subject to sound processing. [Means for solving the problem]

[0008] (1) In order to solve the above problems, the present invention is A game system that performs control related to a game, including sound control within a virtual space, A placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space, A detection means for detecting the game situation, A special area setting means sets a region within the virtual space, in which a given sound processing is performed on sound effects originating from the sound source information, according to the detected game situation, as a special area; When the special region is set in the virtual space, a sound effect generation means performs acoustic processing in the special region on sound effects originating from the sound source information associated with the sound source information corresponding to the sound source information corresponding object, in accordance with a given relationship between the placed sound source information corresponding object and the special region, and generates sound effects. Output control means that performs a provisioning process to provide the generated sound effect to the player, It has a configuration that includes the following:

[0009] With this configuration, the present invention can, for example, respond to game conditions such as the number of game events, the number of players, or the game progress. (A1) When the number of sound sources or the sound components that make up the sound sources increase, (A2) If a long delay or high level of reverberation occurs, (A3) When a loud sound occurs at a location far from the reference location for generating sound effects, such as the placement of a virtual camera, When there are many sound sources to be processed, or when the sound processing becomes complex, a special region can be set up to remove or reduce a given part of the sound source or sound components, or a portion of the playback content.

[0010] Therefore, the present invention can significantly reduce the overall load of sound processing when outputting sound effects by narrowing down the sound or sound component that is subject to sound processing.

[0011] Furthermore, "virtual space" refers to a game space where sound source information-compatible objects such as 2D or 3D characters, or other objects, are placed or moved.

[0012] Furthermore, "a given sound source information corresponding object" refers, for example, to an object that defines sound source information for generating a sound effect, or an object that reverberates or absorbs a sound effect.

[0013] Furthermore, "a given sound source information corresponding object" includes, for example, dynamic objects such as characters, and static objects such as trees and rocks that form facilities or terrain.

[0014] Furthermore, "game status" includes the number of sound sources, the number or location of player characters or enemy characters, the terrain or regional environment in which the player characters are located, the individual or team's game score, the game stages completed or currently being attempted, the types of equipment such as weapons possessed by the player characters, the levels of the player characters or enemy characters, the abilities possessed by the player characters or enemy characters or the level of those abilities, the status of completed tasks, and the status of game events.

[0015] In particular, "game events" include, for example, events where the player fights enemy characters, events where the player explores a designated area, events where enemy characters appear (are born), events that occur when the player wins or loses a battle, events that are executed when a task is completed, events where a character collides with a wall or other placed object, events where the weather changes, and events where a mini-game is played.

[0016] Furthermore, "sound effects originating from a sound source" includes not only sound effects generated by the sound source, but also reverberations and other sounds that are output from the sound source and reflected by an object corresponding to sound source information.

[0017] In addition to the above, "given sound processing" includes, for example, processing of sound components to match the sound field space, including reverberation processing, and filtering processing to remove or increase sound components in certain frequency bands. However, "sound processing" is not limited to the above, and may also be processing that controls the timbre, pitch (height of sound), playback time, volume, audible range (audible frequency range), or two or more combinations thereof of the sound source.

[0018] In particular, "according to the given relationship between the placed sound source information-corresponding object and the special area" means, for example, the reference position of a virtual camera or player character and the corresponding This indicates that the behavior depends on the positional relationship within the virtual space, such as when a special region is placed between the sound source information-compatible object and another object, or on the relationship between the sound source attributes of the sound source-compatible object (attributes that emit high frequencies) and the attributes of the special region (attributes that cut high frequencies).

[0019] Furthermore, "sound effects" refer to sounds generated within a virtual space (sounds generated by sound sources placed within a virtual space), such as sound effects that occur in conjunction with the movements or actions of player characters or enemy characters, sound effects assigned to game events or game scenes, or the voices of player characters or enemy characters.

[0020] Furthermore, the "special area" is, for example, an area for reducing or removing unnecessary ambient sounds or components of unnecessary ambient sounds generated within the virtual space.

[0021] For example, the "special area" is preferably formed by a transparent (not imaged) static object that does not transmit sound or a part of the components of sound.

[0022] The "provision process" refers to, for example, an output control process for controlling the output of ambient sound in a terminal device via a network when the game system functions as a server device, and an output control process for outputting ambient sound to the outside by a speaker or the like when the game system functions as a stand-alone game system.

[0023] (2) Further, the present invention further includes reference position setting means for setting a given reference position within the virtual space, wherein the detection means executes object arrangement related information detection processing for detecting, as game situation, object arrangement related information indicating information on an object arranged in the virtual space within a given position range from the reference position within the virtual space, and the special area setting means has a configuration for setting the special area based on the detected object arrangement related information.

[0024] With this configuration, when there is a sound source to be excluded from the target of acoustic processing, such as an unnecessary sound source, around the reference position, the present invention can form a special area for blocking sound or a part of the components of sound between, for example, the reference position and the position where the sound source to be excluded is arranged (the position of the sound source information corresponding object).

[0025] Furthermore, in the present invention, if there are sound sources around the reference position that complicate acoustic processing, such as when many sound source information-corresponding objects having sound sources are arranged near the reference position, or when the object is made of an object with an uneven surface that reflects sound well, a special region can be formed between the sound source information-corresponding object and the reference position, similar to the above.

[0026] In other words, the present invention allows for the removal of some sounds or components of sounds that do not contribute to game progression, or some sounds or components that do not significantly affect the overall game, when there are sound sources that should be excluded from sound processing, such as unnecessary sound sources, or when sound processing for generating sound effects becomes complicated, and also allows for the reduction of the level of some of the sounds or components or the processing of reverberation.

[0027] The "reference position" refers to, for example, the position within the virtual space where a virtual camera that captures images of the virtual space is located, or the position within the virtual space where the player character is placed.

[0028] Furthermore, "within a given position range" refers to a range that extends in the forward, backward, left, right, up, and down directions, etc., relative to a reference position in the virtual space, and has a predetermined distance.

[0029] And "object placement-related information" refers to, for example, (B1) Information indicating the arrangement of sound source information-corresponding objects within a given range from the reference position. (B2) Information indicating the type of sound source associated with the sound source information-compatible object (for example, reverberation and its characteristics (reverberation delay time and volume)), (B3) Information indicating the relationship with the player character in the sound source information-corresponding object, and (B4) Information indicating the type of ambient sound field, including the surrounding weather conditions or the relationship with other sound source information-corresponding objects. Includes.

[0030] In particular, the "placement status of sound source information-corresponding objects" includes, for example, (C1) Position of the sound source information corresponding object, (C2) The distance (depth) from the reference position of the player character or virtual camera to the sound source information corresponding object, (C3) The direction in which the sound source information-corresponding object is positioned from the reference position, and (C4) the position, number, type, or combination thereof of other sound source information-corresponding objects positioned around or already positioned in the vicinity, such as density. It includes.

[0031] Furthermore, the "object placement-related information detection process" employs techniques such as raycasting, which involves casting a ray from a reference position to detect and acquire various types of information, including the position and acoustic properties of the sound source information-corresponding object that the ray hits.

[0032] (3) Furthermore, the present invention is The special area setting means, The system has a configuration that determines the position of the special region within the virtual space based on the detected object placement-related information.

[0033] With this configuration, the present invention can, for example, create a special region between the reference position and the position where the sound source to be excluded is located that does not transmit sound or a part of the sound component, in cases where there are sound sources that should be excluded from acoustic processing, such as unnecessary sound sources, around the reference position, or where there are sound sources that may produce unnatural sounds at the reference position, such as those with high volume and long delay time of reverberation.

[0034] (4) Furthermore, the present invention is The system further includes a simulation means that performs an acoustic simulation of a sound effect to be generated based on the detected object placement-related information, with the reference position as the reference point. The special area setting means, The system has a configuration that sets up the special region when the given conditions are met by the acoustic simulation.

[0035] With this configuration, the present invention can simplify sound processing, such as removing persistent sound effects or reducing their volume, even when it is unclear whether there are any sound sources that should be excluded or reduced from the target of sound effects, such as unnecessary sound sources, simply by arranging sound source information-corresponding objects.

[0036] Furthermore, "based on the reference position" means, for example, that the reference position is the sound collection position for the sound effect (play This indicates setting it to the position where Ya will be listening.

[0037] Furthermore, "acoustic simulation" refers to a simulation conducted within a virtual space or a portion of a virtual space, for the purpose of analyzing the sound or its components present in that space.

[0038] Furthermore, the "given conditions" include, for example, that the number of sound source information is greater than or equal to a predetermined number, that there are reverberation components with an amplitude greater than or equal to a predetermined amplitude after a predetermined time has elapsed, and that the processing load meets a predetermined standard, such as that the CPU performance is greater than or equal to a predetermined value.

[0039] (5) Furthermore, the present invention is The special area setting means, The system has a configuration in which, for sound effects originating from the sound source of the sound source information, at least one special region is set from among a plurality of selectable special regions with different types of sound processing applied, according to the detected game situation.

[0040] With this configuration, the present invention allows for the selection of the area size, area shape, or type of acoustic processing to be provided, depending on the location, distance, or range of the sound source to be processed, or the characteristics of the reverberation (delay time or volume).

[0041] Therefore, the present invention enables the processing of sound effects appropriate to the game situation while significantly reducing the overall load of sound processing using a simple method.

[0042] Furthermore, "multiple selectable special regions with different types of acoustic processing" include, for example, special regions having different sizes (region size) or different shapes (region shape) in the virtual space where acoustic processing is performed, or special regions with different acoustic parameters set in the special region that are used when performing acoustic processing.

[0043] (6) Furthermore, the present invention is The aforementioned game situation includes the arrangement of the sound source information-corresponding objects.

[0044] With this configuration, the present invention allows for the selection of the region size, region shape, or type of acoustic processing to be provided for a special region, depending on the position of the sound source information-compatible object, the distance from the player character or virtual camera to the sound source information-compatible object, or the type of sound source (for example, if reverberation is output as the sound source, its delay time or volume).

[0045] (7) Furthermore, the present invention is The aforementioned multiple selectable special regions include at least one region with a different shape, a different size, and a region in which different acoustic parameters are defined for the acoustic processing applied to sound effects originating from the sound source of the sound source information.

[0046] With this configuration, the present invention allows for the selection of the area size, area shape, or type of acoustic processing to be provided, depending on the location, distance, or range of the sound source to be processed, or the characteristics of the reverberation (delay time or volume).

[0047] Furthermore, "acoustic parameters" include, for example, parameters for controlling the amplitude of sound components for volume control or filtering (removal or reduction of certain sound components), and reverberation parameters. This includes parameters for adding or removing elements.

[0048] (8) Furthermore, the present invention is Character placement control means for placing characters in the virtual space, A virtual camera control means that places a virtual camera used to image the virtual space within the said virtual space, Furthermore, The special area setting means, The system has a configuration that determines at least one of the elements of the type of special area to be placed, the placement location of the special area in the virtual space, and the number of the special area, based on at least one of the elements of the position of the placed characters in the virtual space, the number of such characters, the position of the placed virtual cameras in the virtual space, and the number of such virtual cameras.

[0049] This configuration allows the present invention to be applied to games in which many player characters exist in a single virtual space, such as massively multiplayer online (MMO) games.

[0050] In particular, the present invention may perform sound processing by placing a sound source information-corresponding object for each individual player or virtual camera, or by placing a sound source information-corresponding object for each of multiple players or multiple virtual cameras, or for all players or all virtual cameras in common, and then performing sound processing.

[0051] (9) Furthermore, the present invention is The special area setting means, The system has a configuration that, in accordance with the detected game status and the character moving within the virtual space, executes a movement control process to control the movement of the specific area already placed.

[0052] With this configuration, the present invention can narrow down the sound or sound component that is subject to sound processing, even if the player character is a moving object, thereby significantly reducing the overall load of sound processing when outputting as a sound effect.

[0053] (10) Furthermore, the present invention is A game system that performs control related to a game, including sound control within a virtual space, A placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space, A detection means for detecting the game situation, Sound source object setting means, based on the detected game situation and the sound source information associated with the placed sound source target object, sets a sound source object in the virtual space whose sound source is a sound processed from a sound effect caused by the sound source information of the sound source target object. A sound effect generation means that generates sound effects based on the sound source of the sound source information and the sound source object set in the virtual space, Output control means that performs a provisioning process to provide the generated sound effect to the player, It has a configuration that includes the following:

[0054] With this configuration, the present invention allows for the placement of an object having a sound source with simplified sound processing, even when a sound source subject to sound processing exists or when the sound processing becomes complex.

[0055] Therefore, the present invention can significantly reduce the overall load of sound processing when outputting sound effects by narrowing down the sound or sound component that is subject to sound processing.

[0056] (11) Furthermore, the present invention is A program that performs control related to a game, including sound control within a virtual space, Placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space. Detection means for detecting game status, A special area setting means sets an area within the virtual space, in which a given sound processing is performed on sound effects originating from the sound source information, according to the detected game situation, as a special area. When the special region is set in the virtual space, a sound effect generation means performs acoustic processing in the special region on sound effects originating from the sound source information associated with the sound source information corresponding to the sound source information corresponding object, in accordance with the given relationship between the placed sound source information corresponding object and the sound effect generation means, and Output control means that performs a provisioning process to provide the generated sound effect to the player. It has a configuration that allows it to function as a computer.

[0057] With this configuration, the present invention makes it possible to remove or reduce a given part of the sound source or sound components or the playback content by setting a special region when there is a sound source to be processed or when the sound processing becomes complex.

[0058] Therefore, the present invention can significantly reduce the overall load of sound processing when outputting sound effects by narrowing down the sound or sound component that is subject to sound processing.

[0059] (12) Furthermore, the present invention is A program that performs control related to a game, including sound control within a virtual space, Placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space. Detection means for detecting game status, Sound source object setting means, based on the detected game status and the sound source information associated with the placed sound source target object, sets a sound source object in the virtual space whose sound source is a sound processed from a sound effect caused by the sound source information of the sound source target object. A sound effect generation means that generates sound effects based on the sound source of the aforementioned sound source information and the sound source object set in the virtual space, and Output control means that performs a provisioning process to provide the generated sound effect to the player. It has the configuration necessary to make a computer work.

[0060] With this configuration, the present invention allows for the placement of an object having a sound source with simplified sound processing, even when a sound source subject to sound processing exists or when the sound processing becomes complex.

[0061] Therefore, the present invention can significantly reduce the overall load of sound processing when outputting sound effects by narrowing down the sound or sound component that is subject to sound processing.

[0062] (13) Furthermore, the present invention is Information related to the game is transmitted from a server device that performs game-related controls, including sound control within a virtual space, to a terminal device connected via a network and operated by the player. A method for providing a game to provide information, The aforementioned server device A placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space, A detection means for detecting the game situation, A special area setting means sets a region within the virtual space, in which a given sound processing is performed on sound effects originating from the sound source information, according to the detected game situation, as a special area; When the special region is set in the virtual space, a sound effect generation means performs acoustic processing in the special region on sound effects originating from the sound source information associated with the sound source information corresponding to the sound source information corresponding object, in accordance with the relationship between the placed sound source information corresponding object and the sound effect generation means, In the case where the system includes output control means that performs a provisioning process to provide the generated sound effect to the player, The terminal device receives information regarding the operation of the player and transmits it to the server device. The system has a configuration that receives information about the game from a server device that performs processing related to the game.

[0063] With this configuration, the present invention makes it possible to remove or reduce a given part of the sound source or sound components or the playback content by setting a special region when there is a sound source to be processed or when the sound processing becomes complex.

[0064] Therefore, the present invention can significantly reduce the overall load of sound processing when outputting sound effects by narrowing down the sound or sound component that is subject to sound processing.

[0065] (14) Furthermore, the present invention is A game provision method for providing information about a game from a server device that performs game-related control, including sound control, within a virtual space, to a terminal device connected via a network and operated by a player, wherein The aforementioned server device A placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space, A detection means for detecting the game situation, Sound source object setting means, based on the detected game situation and the sound source information associated with the placed sound source target object, sets a sound source object in the virtual space whose sound source is a sound processed from a sound effect caused by the sound source information of the sound source target object. A sound effect generation means that generates sound effects based on the sound source of the sound source information and the sound source object set in the virtual space, Output control means that performs a provisioning process to provide the generated sound effect to the player, In cases where the following are provided, The terminal device receives information regarding the operation of the player and transmits it to the server device. The system has a configuration that receives information about the game from a server device that performs processing related to the game.

[0066] With this configuration, the present invention allows for the placement of an object having a sound source with simplified sound processing, even when a sound source subject to sound processing exists or when the sound processing becomes complex.

[0067] Therefore, the present invention can significantly reduce the overall load of sound processing when outputting sound effects by narrowing down the sound or sound component that is subject to sound processing. [Brief explanation of the drawing]

[0068] [Figure 1] This figure shows an example of a network diagram of a game system according to one embodiment of the present invention. [Figure 2] This figure shows an example of a functional block diagram of a server device in one embodiment. [Figure 3] This figure shows an example of a functional block diagram of a terminal device in one embodiment. [Figure 4] This diagram illustrates the sound effect control process associated with the setting (placement) of a virtual object for sound control within a virtual space, which is executed by a server device of one embodiment. [Figure 5] This figure illustrates the process for setting up a virtual object for sound control, which is executed by a server device according to one embodiment. [Figure 6] This figure illustrates the process for setting up a virtual object for sound control, which is executed by a server device according to one embodiment. [Figure 7] This figure illustrates the process for setting up a virtual object for sound control, which is executed by a server device according to one embodiment. [Figure 8]This flowchart shows the operation of sound effect control processing associated with the setting (placement) of a virtual object for sound control within a virtual space, which is executed by a server device of one embodiment. [Figure 9] This figure illustrates a modified example of one embodiment, illustrating the sound effect control process when setting a sound source object. [Figure 10] A modified example of one embodiment is shown in this figure, illustrating the setting of a virtual object for sound control based on a moving character. [Modes for carrying out the invention]

[0069] The following describes this embodiment. Note that the embodiment described below does not unduly limit the scope of the present invention as described in the claims. Furthermore, not all of the configurations described in this embodiment are necessarily essential components of the present invention.

[0070] [1] Game System First, the overview and general configuration of the game system S of this embodiment will be explained using Figure 1. Figure 1 is a diagram showing an example of the system configuration of the game system S of this embodiment.

[0071] As shown in Figure 1, the game system S of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) can connect to the Internet (an example of a network).

[0072] Users can access the server device 10 from their terminal device 20 to play games transmitted from the server device 10 via the internet. Furthermore, users can communicate with other users by accessing the server device 10 from their terminal device 20.

[0073] The server device 10 is an information processing device capable of providing a service that allows users to play games using terminal devices 20 connected via the Internet. The server device 10 may also function as an SNS server providing communication-type services. Here, an SNS server may be an information processing device that provides services enabling communication among multiple users.

[0074] Furthermore, if the server device 10 functions as an SNS server, for example, it will provide S It is now possible to provide games called social games that run using the NS operating environment (API (Application Programming Interface), platform, etc.).

[0075] In particular, the server device 10 is capable of providing games on the web browser of the terminal device 20, such as browser games created in various languages ​​including HTML, FLASH®, CGI, PHP, Shockwave, Java® applets, and JavaScript® (games that can be launched simply by opening the installation site in a web browser).

[0076] Social games, unlike existing online games, include games that do not require dedicated client software and can be used with only a web browser and an SNS account. Furthermore, the server device 10 has a configuration that allows it to connect with other users' terminals (smartphones, PCs, game consoles, etc.) via a network and provide online games that allow simultaneous online sharing of the same game progress.

[0077] On the other hand, the server device 10 may consist of one (device, processor) or multiple (devices, processors).

[0078] Furthermore, information such as billing information and game information stored in the storage area of ​​the server device 10 (storage unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet). Alternatively, when functioning as an SNS server, information such as player information storage unit 146 stored in the storage area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet).

[0079] Specifically, the server device 10 in this embodiment receives input information based on the operation of the user (i.e., the player running the game) of the terminal device 20, and performs game processing based on the received input information. The server device 10 then transmits the game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 in a viewable format for the user.

[0080] The terminal device 20 is an information processing device such as a smartphone, mobile phone, computer, game console, PDA, tablet, portable game console, or image generation device, and is capable of connecting to the server device 10 via a network such as the Internet (WAN) or LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0081] Furthermore, the terminal device 20 is equipped with a web browser capable of viewing web pages (data in HTML format). Specifically, the terminal device 20 is equipped with a communication control function for communicating with the server device 10, a web browser function that performs display control using data received from the server device 10 (web data, data created in HTML format, etc.), and sends user operation data to the server device 10, and performs various processes to provide the game screen to the user, allowing the user to run the game. However, the terminal device 20 may also obtain game control information provided by the server device 10, execute predetermined game processing, and run the game based on the game processing.

[0082] Specifically, when terminal device 20 requests server device 10 to play a predetermined game, it connects to the game site of server device 10 and the game starts. In particular, terminal device 20, by using an API as needed, causes server device 10, which functions as an SNS server, to perform predetermined processing, or the server device 10, which functions as an SNS server, manages The system has a configuration that allows the player information storage unit 146 to acquire the player information and then execute the game.

[0083] [2] Server equipment Next, the server device 10 of this embodiment will be described using Figure 2.

[0084] Figure 2 shows the functional blocks of the server device 10 in this embodiment. Furthermore, the server device 10 in this embodiment may have a configuration in which some of the components (parts) shown in Figure 2 are omitted.

[0085] The server device 10 includes an input unit 120 for administrator and other inputs, a display unit 130 for displaying predetermined information, an information storage medium 180 for storing predetermined information, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for mainly performing processing related to the games provided, and a storage unit 140 for mainly storing various data used for games.

[0086] The input unit 120 is used by system administrators and others to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is composed of a mouse, keyboard, etc.

[0087] The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 in this embodiment is composed of a liquid crystal display or the like.

[0088] The information storage medium 180 (a medium readable by a computer) stores programs, data, etc., and its function is comprised of optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).

[0089] The communication unit 196 performs various controls for communicating with external parties (e.g., terminals, other servers, or other network systems), and its functions are comprised of hardware such as various processors or communication ASICs, as well as programs.

[0090] The memory unit 140 serves as a work area for the processing unit 100 and the communication unit 196, and its function is comprised of RAM (VRAM), etc. The information stored in the memory unit 140 may be managed by a database. Furthermore, the memory unit 140 constitutes the storage means of the present invention.

[0091] Furthermore, in addition to the main memory unit 142, the storage unit 140 of this embodiment includes a game data storage unit 144 that stores game information indicating information about the game, a player information storage unit 146 that stores player information indicating information about each player and information about the player's game (hereinafter referred to as "player-related information"), and an object sound source information storage unit 148 that stores sound source information stored for each object.

[0092] The game data storage unit 144 stores various information necessary for running the game, such as the game map, information on each object used in the game, various table information, information on each player's player character, and condition information used for various judgments.

[0093] In particular, the game data storage unit 144 stores information about objects (hereinafter referred to as "virtual objects for sound control") used to perform sound control on sound sources that have a given relationship to being placed in a virtual space, as object information (hereinafter referred to as "virtual object information for sound control").

[0094] The player information storage unit 146 stores player-related information for each player, including identification information such as the player's nickname and player ID, and, if the player belongs to a team, the name and ID of the team to which they belong (hereinafter referred to as "affiliation information"), as well as information about the player and information about the player character.

[0095] The object sound source information storage unit 148 stores sound source information in which sound effects related to the game are defined as sound sources when each object is placed in the virtual space.

[0096] In other words, the object sound source information storage unit 148 stores sound source information (hereinafter referred to as "object sound source information") which defines various sound sources for each type of sound source information-corresponding object.

[0097] In particular, object sound source information is information that defines sound effects, such as timbre (frequency waveform), pitch (frequency), or both, and is information of a sound source formed in a given format, such as a waveform file in WAV format.

[0098] In this embodiment, sound effects refer to sounds generated in conjunction with the actions or movements of player characters or enemy characters, sound effects assigned to game events or game scenes, or sounds generated within a virtual space (sounds generated by sound sources placed within a virtual space), such as the voices of player characters or enemy characters.

[0099] The processing unit 100 performs various processes using the main memory unit 142 within the storage unit 140 as the work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), or by programs.

[0100] The processing unit 100 performs various processes of this embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs that cause the computer to function as each part of this embodiment (programs that cause the computer to execute the processing of each part).

[0101] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium, and performs various processes such as controlling the transfer of data between each unit. Furthermore, it performs processes to provide various services in response to requests from the terminal device 20.

[0102] Specifically, the processing unit 100 of this embodiment includes at least a communication control unit 101, a Web processing unit 102, a game management unit 103, an object placement control unit 104, an input reception processing unit 105, a game calculation unit 106, a virtual camera control unit 107, an image generation unit 108, a sound effect generation processing unit 109, a timer management unit 110, and an information provision unit 111.

[0103] The communication control unit 101 performs processing to send and receive data with the terminal device 20 via the network. That is, the server device 10 performs various processing based on the information received from the terminal device 20 etc. by the communication control unit 101. In particular, the communication control unit 101 in this embodiment performs processing to transmit the game screen to the player's terminal device 20 based on a request from the player's terminal device 20.

[0104] In particular, the communication control unit 101 performs processes such as generating packets to be sent to the terminal device 20, specifying the IP address and port number of the terminal device to which the packets will be sent, storing the data contained in the received packets in the player information storage unit 146, analyzing the received packets, and other control processes related to the sending and receiving of packets.

[0105] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs the process of sending data in response to a request from a Web browser 211 installed on the terminal device 20 via a communication protocol such as HTTP (Hypertext Transfer Protocol), and the process of receiving data sent by the Web browser 211 on the terminal device 20.

[0106] In this embodiment, the example is given where the server device 10 also functions as an SNS server, but the server device 10 may be configured separately as a server for games and a server for SNS. Also, the game processing in this embodiment may be partially or entirely performed by the server device 10, or partially performed by the terminal device 20.

[0107] The game management unit 103 works in conjunction with the terminal device 20 to construct a game space as a virtual space, and based on the player's operations input via the terminal device 20, it executes various game processes for each player related to shooting games, competitive games (action games and sports games), music games, puzzle games, racing games, simulation games, and RPGs.

[0108] In particular, in the case of MMORPGs (Massively Multiplayer Online Role-Playing Games) and other online games with many simultaneous players, the game management unit 103 executes processes related to the progress of the game performed by each player, based on the actions of the player in question.

[0109] For example, the game management unit 103 includes processes for starting the game when the game start conditions are met (hereinafter also referred to as "game start processing"), game control processing that controls the player character and manages the progress of various games in response to the player's input, processes for ending the game when the game end conditions are met (hereinafter also referred to as "game end processing"), processes for progressing the ending when the final stage is cleared, and processes for restarting (continuing) a game that has ended (a game that has been game over) when the game end processing is executed, provided that certain conditions are met.

[0110] Furthermore, the game management unit 103 manages the memory unit 140 and, for example, manages sound source information in which sound effects related to the game are defined as sound sources for each type of object.

[0111] Furthermore, the game management unit 103 detects the game status at predetermined timings, such as at the start of a given game event that is performed for each player or for the game as a whole.

[0112] In particular, the game management unit 103 detects the game status when setting (placing) virtual objects for sound control.

[0113] The object placement control unit 104 processes the placement of various dynamic and static objects (sprites, billboards, polygons, freeform surfaces, or primitive surfaces such as subdivision surfaces) representing display elements such as player objects, moving objects, enemy objects, movement paths, buildings (facilities, shops, etc.), trees, rocks, pillars, walls, and maps (terrain) into the object space.

[0114] Specifically, the object placement control unit 104 determines the position and rotation angle (synonymous with orientation or direction) of an object (model object), and places the object at that position (X, Y) or (X, Y, Z) with that rotation angle (rotation angle around the X, Y axes) or (rotation angle around the X, Y, Z axes).

[0115] Furthermore, the object placement control unit 104 executes a process to place objects to which sound effects such as flames or bombs are associated as sound source information (hereinafter referred to as "sound source information-compatible objects") in the object space.

[0116] Furthermore, object space (game space) includes both virtual spaces, specifically virtual 2D space and virtual 3D space.

[0117] In particular, a two-dimensional space is a space in which objects are placed, for example, in two-dimensional coordinates (X,Y), and a three-dimensional space is a space in which objects are placed, for example, in three-dimensional coordinates (X,Y,Z).

[0118] When the object space is a two-dimensional space, objects are arranged according to the priority set for each of the multiple objects. For example, objects that you want to appear to be in the background (sprites) are placed in order, and objects that you want to appear to be in the foreground are placed on top of them.

[0119] Furthermore, by placing objects with a large drawing size at the bottom of the image and objects with a small drawing size at the top of the image, it is possible to make the object space corresponding to the top of the screen appear to be in the background, and the object space corresponding to the bottom of the screen appear to be in the foreground.

[0120] Furthermore, if the object space is a three-dimensional space, the objects are placed in the world coordinate system.

[0121] The input receiving processing unit 105 receives input instructions from each player input by each terminal device 20 and outputs the received input instructions to the game calculation unit 106.

[0122] The game calculation unit 106 performs movement calculations for character objects that are the target of manipulation, such as moving objects (especially character objects such as player characters and enemy characters) within the object space.

[0123] In other words, the game calculation unit 106 performs processing to move a moving object in object space or to control the movement (motion, animation) of a moving object, based on input data or programs (movement algorithms) and various data (motion data) input by the player via the terminal device 20.

[0124] The virtual camera control unit 107 generates an image of the game space as seen from a given viewpoint for each player, which appears to have depth.

[0125] The virtual camera control unit 107 then performs control processing for a virtual camera (viewpoint) to generate an image visible from a given (arbitrary) viewpoint within the object space. Specifically, it performs processing to control the position (X, Y, Z) or rotation angle (rotation angle around the X, Y, Z axes) of the virtual camera (processing to control the viewpoint position and line of sight direction).

[0126] For example, when using a virtual camera to photograph an object (e.g., a character, a ball, a car) from behind, the position or rotation angle (orientation of the virtual camera) of the virtual camera is controlled so that the virtual camera follows changes in the object's position or rotation.

[0127] In this case, the position, rotation angle, or velocity of the object obtained by the game calculation unit 106. Each virtual camera can be controlled based on information such as the above. Alternatively, each virtual camera may be controlled to rotate at a predetermined rotation angle or move along a predetermined path. In this case, each virtual camera is controlled based on virtual camera data that identifies the position (movement path) or rotation angle of each virtual camera.

[0128] Alternatively, each virtual camera may be set as the viewpoint of the player character controlled by each player.

[0129] The image generation unit 108 performs drawing processing based on the results of various processes (game processing) performed by the processing unit 100, thereby generating an image and creating data that can be displayed on the display unit (display) of each terminal device 20.

[0130] The image generated by the image generation unit 108 may be a so-called two-dimensional image or a so-called three-dimensional image. In particular, the image generation unit 108 generates images that are visible from each virtual camera in object space and are displayed on the screen.

[0131] When generating a 2D image, the image generation unit 108 draws objects in order from the lowest priority to the highest priority, and if objects overlap, it overwrites the object with the higher priority.

[0132] Furthermore, when generating a 3D image, the image generation unit 108 of this embodiment first receives object data (model data) containing vertex data (vertex position coordinates, texture coordinates, color data, normal vectors or alpha values, etc.) for each vertex of the object (model), and performs vertex processing based on the vertex data contained in the input object data. When performing vertex processing, vertex generation processing (tessellation, surface subdivision, polygon subdivision) to subdivide the polygon may be performed as needed.

[0133] Furthermore, vertex processing involves geometric processing such as vertex movement, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping, perspective transformation, and light source processing. Based on the results of this processing, the given vertex data for the vertices that make up the object is modified (updated, adjusted). Then, rasterization (scan transformation) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with pixels. Following rasterization, pixel processing (fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).

[0134] In pixel processing, various processes such as texture reading (texture mapping), setting / modifying color data, semi-transparent blending, and anti-aliasing are performed to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective-transformed object is output (drawn) to the image buffer 272 (frame buffer, a buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target). In other words, pixel processing performs per-pixel processing to set or modify image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis.

[0135] This generates an image as seen from a virtual camera (a given viewpoint) set up in object space. If multiple virtual cameras (viewpoints) exist, the images seen from each virtual camera can be generated as split images to be displayed on a single screen.

[0136] Furthermore, the vertex processing and pixel processing performed by the image generation unit 108 are handled by hardware that makes the polygon (primitive) drawing process programmable using shader programs written in a shading language, so-called programmable shaders (vertex shaders and pixel shaders). This may also be implemented using a cell shader. Programmable shaders allow for programmable processing at the vertex level or pixel level, providing greater flexibility in rendering and significantly improving expressiveness compared to fixed hardware rendering.

[0137] The sound effect generation processing unit 109 performs sound processing based on the results of various processes performed by the processing unit 100 to generate game sounds such as background music, sound effects, or voices.

[0138] In particular, when a virtual object for sound control is set in the virtual space, the sound effect generation processing unit 109 performs sound processing on the sound source information associated with the sound source information corresponding to the sound source information corresponding object, according to the positional relationship between the placed sound source information corresponding object and the sound control virtual object in the virtual space, and generates game sound.

[0139] The timer management unit 110 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 110 works in conjunction with the game management unit 103 and the game calculation unit 106, outputting the current time and a preset time to each unit. The timer management unit 110 is also used to synchronize with each terminal device.

[0140] The information provision unit 111 generates various game information and provides it to the terminal device 20 in order to allow the terminal device 20 to process the game.

[0141] Specifically, the information provision unit 111 generates information (i.e., game information) for controlling each player's target player character via the corresponding terminal device 20, and provides the generated game information to the player via the corresponding terminal device 20.

[0142] In particular, the information provision unit 111 performs output control processing to output the generated game sound as game information along with the game image to the corresponding terminal device 20.

[0143] [3] Terminal device Next, the terminal device 20 of this embodiment will be described using Figure 3. Figure 3 is an example of a functional block diagram showing the configuration of the terminal device in this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (each part) in Figure 3 are omitted.

[0144] The input unit 260 is for the player to input operation data, and its function can be realized by a touch panel or a touch panel display. Specifically, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional instruction position coordinates (x,y) on a screen where an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x,y) in a contact detection area (touch panel).

[0145] Furthermore, touch operations on the display screen (hereinafter referred to as the "touch panel" unless otherwise specified) 12 may be performed using a fingertip or using an input device such as a stylus.

[0146] Furthermore, the input unit 260 may include buttons, levers, a keyboard, a steering wheel, a microphone, an acceleration sensor, etc., that can input operation information (operation signals) other than the indicated position.

[0147] The memory unit 270 serves as the work area for the processing unit 200 and the communication unit 296, and its functions can be realized by RAM (VRAM) or the like. In this embodiment, the memory unit 270 includes a main memory unit 271 used as the work area and an image buffer 272 where the final display image and the like are stored. Note that some of these components may be omitted, or the memory unit 140 of the server device 10 may constitute some of these components.

[0148] The information storage medium 280 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).

[0149] Furthermore, the information storage medium 280 can store programs for making the computer function as each part of this embodiment (programs for causing the computer to execute the processing of each part). The processing unit 200 performs various processing of this embodiment based on the programs (data) stored in the information storage medium 280, as will be described later.

[0150] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, or HMD (head-mounted display), etc.

[0151] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 for the player to perform game operations by using a touch panel display. Here, as the touch panel, for example, a resistive type (4-wire, 5-wire), a capacitive type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type touch panel can be used.

[0152] The sound output unit 292 outputs the sound generated by this embodiment, and this function can be realized by a speaker or headphones, etc.

[0153] The communication unit 296 performs various controls for communicating with external devices (e.g., host devices or other terminal devices), and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.

[0154] Furthermore, the terminal device 20 may receive programs and data for making the computer function as each part of this embodiment, which are stored in the information storage medium or storage unit 270 of the server device 10, via the network, and store the received programs and data in the information storage medium 280 or storage unit 270. The case in which the terminal device 20 functions by receiving programs and data in this manner can also be included within the scope of the present invention.

[0155] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10, based on input data and programs from the input unit 260.

[0156] In particular, in this embodiment, the game processing includes processes to start the game when the game start conditions are met, processes to advance the game, processes to place objects such as player objects and enemy objects, processes to display objects, processes to calculate the game result, and processes to end the game when the game end conditions are met.

[0157] Furthermore, the processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.

[0158] In particular, the processing unit 200 of this embodiment includes an input receiving unit 201, a game processing unit 202, a web browser 211, a drawing unit 220, and a sound processing unit 230. Alternatively, some of these components may be omitted.

[0159] The input receiving unit 201 receives input instructions from the player entered by the input unit 260, and provides the received input instructions to the server device 10 under the control of the game processing unit 202.

[0160] The game processing unit 202 provides the commands received by the input receiving unit 201 to the server device 10.

[0161] Furthermore, the game processing unit 202 receives game data, display control data, and sound effect control data provided from the server device 10, and controls the input reception unit 201, the drawing unit 220, and the sound processing unit 230 based on the received game data, display control data, or sound effect control data.

[0162] Furthermore, the game processing unit 202 sets the player character and various items to be used in games such as competitive games for each player based on the player's operations input via the input unit 260, and provides them to the server device 10.

[0163] The web browser 211 is an application program for viewing web pages (game screens and gameplay videos), and it downloads HTML files, image files, etc. from the web server (server device 10), analyzes the layout, and controls the display. The web browser 211 also sends data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).

[0164] The Web browser 211 of this embodiment can enable the viewing of browser games or live game commentary. For example, the Web browser 211 may execute programs written in JavaScript®, FLASH®, Java®, etc., received from a Web server.

[0165] The terminal device 20 can display information from a web server specified by a URL via the internet using its web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using its web browser 211.

[0166] The drawing unit 220 performs drawing processing based on the results of various processes (game processing) performed by the processing unit 200, thereby generating an image and outputting it to the display unit (display) 290.

[0167] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292.

[0168] [4] The method of this embodiment [4.1] Overview Next, using Figure 4, we will explain the overview of the sound effect control process associated with the setting (placement) of the virtual object for sound control within the virtual space, which is performed by the server device 10 of this embodiment.

[0169] Figure 4 is a diagram illustrating the sound effect control process associated with the setting (placement) of a virtual object for sound control within a virtual space, which is performed by the server device 10 of this embodiment.

[0170] The server device 10 of this embodiment has a configuration that allows multiple players to run a given game, such as an RPG, a battle game, a shooting game, a simulation game, a competitive game, and a city-building game, in the same game space.

[0171] Furthermore, the server device 10 of this embodiment has a configuration for executing a given game in a game space where multiple player characters, each operated by multiple players, can act.

[0172] In particular, the server device 10 of this embodiment has a configuration that outputs sound effects related to sound sources from objects that have sound sources (sound source information-compatible objects), such as flames, bombs, or weapons (machine guns or swords) used by player characters.

[0173] Furthermore, the server device 10 of this embodiment is (A1) When the number of sound sources or the sound components that make up the sound sources increase, (A2) If a long delay or high level of reverberation occurs, (A3) When there are many sound sources to be processed, such as when a loud sound occurs at a location far from the reference position for generating sound effects, such as the placement of a virtual camera, or when the sound processing becomes complex, For example, the system has a configuration that allows for the removal or reduction of a given part of a sound source or sound component, or part of the playback content, by setting a virtual object for sound control according to the game situation, such as the number of game events, the number of players, or the game progress.

[0174] In other words, the server device 10 of this embodiment has a configuration that, when there are sound sources that should be excluded from sound processing, such as unnecessary sound sources, or when the sound processing for generating sound effects becomes complicated, places a virtual object for sound control in an appropriate position in the virtual space and performs sound processing based on the placed virtual object for sound control.

[0175] Specifically, the server device 10 of this embodiment is as shown in Figure 4, (B1) An object placement process that places a given sound source information-corresponding object, to which sound source information is associated, into a virtual space. (B2) Game status detection process to detect the game status, (B3) Setting up a virtual object for sound control, which is an area set up in a virtual space and functions as a special area for performing a given sound processing on sound effects caused by sound sources in the sound source information, according to the detected game situation. (B4) When a virtual object for sound control is set in the virtual space, a sound effect generation process is performed on the sound source of the sound source information associated with the placed sound source information corresponding object, according to a given relationship with the sound source information corresponding object, and sound processing is performed in the virtual object for sound control to generate a sound effect. And, (B5) A processing step that provides the generated sound effect (specifically, sound effect control data) to the player. It has a configuration that performs the following.

[0176] Furthermore, the server device 10 of this embodiment has a configuration that sets a position for a virtual camera or player character (hereinafter referred to as the "reference position") in the virtual space, detects information about objects placed in the virtual space within a predetermined position range from the reference position (hereinafter referred to as "object placement-related information") as the game situation, and sets a virtual object for sound control based on the detected object placement-related information.

[0177] Figure 4 shows an example where player character P1 and enemy character EO are fighting, with numerous flame objects OB with loud noises placed, and a virtual object for sound control that blocks sound effects placed between some of the flame objects OB and the position (reference position) of player character P1.

[0178] In particular, Figure 4 shows an example in which a virtual object for sound control, which blocks the sound effect of the flame object OB behind the player character P1, is placed between the flame object OB and a reference position.

[0179] With this configuration, the server device 10 of this embodiment can remove or reduce a given part of a sound source or sound component or playback content by setting a virtual object for sound control when there are many sound sources to be processed or when the sound processing becomes complex.

[0180] Furthermore, the server device 10 of this embodiment can significantly reduce the overall load of sound processing when outputting sound effects by narrowing down the sounds or sound components that are subject to sound processing.

[0181] [4.2] Various Special Objects Next, we will describe sound source information-compatible objects and sound control virtual objects as special objects of this embodiment.

[0182] (Sound source information compatible object) Sound source information-compatible objects are a type of object placed in the game space that have a particle image effect and are particle objects composed of multiple moving particles, as well as objects that emit sound (i.e., sound effects) themselves, such as vehicles (e.g., ships and automobiles) or weapons (e.g., machine guns, grenades and other weapons).

[0183] In particular, sound source information-corresponding objects store predefined sound sources associated with specific sound source information, and when placed in a virtual space, they play the sound effects defined in the sound source information at a given timing.

[0184] (Virtual object for sound control) A virtual object for sound control is a type of object placed in a virtual space, similar to an object that corresponds to sound source information. For example, it is an object used to reduce or remove unnecessary sound effects or components of unnecessary sound effects that occur in the virtual space.

[0185] In particular, a virtual object for sound control is an object that, when a sound or sound component as a sound effect is output from a sound source information-compatible object, performs sound processing defined for that virtual object for sound control on a portion or a portion of the sound effect components that pass through the virtual object for sound control.

[0186] For example, a virtual object for sound control is a transparent (not visualized) static object that does not allow sound effects or some components of those sound effects to pass through. However, the virtual object for sound control may also be a visualized object such as a facility object, or a dynamic object if the sound source is moving.

[0187] Furthermore, the virtual objects for acoustic control may have, for example, different sizes or shapes for the range in the virtual space where acoustic processing is performed, parameters used when performing acoustic processing (hereinafter referred to as "acoustic parameters"), or both.

[0188] In other words, virtual objects for acoustic control have the ability to perform different acoustic processing depending on their size, shape, acoustic parameters, or combinations thereof.

[0189] [4.3] Object Placement Process Next, the object placement process for placing sound source information-corresponding objects, which is performed by the server device 10 of this embodiment, will be described.

[0190] The object placement control unit 104 sets objects in the object space that contain sound source information for generating sound effects, or objects that reflect or absorb sound effects, as sound source information-corresponding objects, just like other dynamic and static objects.

[0191] In particular, the object placement control unit 104 places objects that have defined sound source information for generating sound effects, or objects that reverberate or absorb sound effects (objects having a surface that absorbs sound effects), as sound source information-corresponding objects.

[0192] Specifically, the object placement control unit 104 sets sound source information-corresponding objects in the object space that are associated with the object sound source information stored in the object sound source information storage unit 148, such as objects that emit sound effects (bombs or vehicles such as airplanes or automobiles).

[0193] [4.4] Game status detection process (object placement related information detection process) Next, the game status detection process performed by the server device 10 of this embodiment will be described.

[0194] The game management unit 103 executes a game status detection process to detect the game status at predetermined timings, such as at the start of a given game event that is executed for each player or for the game as a whole.

[0195] Furthermore, the game management unit 103 executes a process to detect object placement-related information concerning objects placed in the virtual space within a predetermined range from the position where the virtual camera is placed or the position where the player character is placed (i.e., the reference position), including the placement status of sound source information-corresponding objects, as part of the game status (hereinafter referred to as the "object placement-related information detection process").

[0196] Specifically, the game management unit 103 detects a range that extends in the forward, backward, left, right, up, and down directions relative to a reference position in the virtual space, an area enclosed by a specific object such as a mountain or wall, or an area defined by a predetermined distance in the virtual space, as a predetermined range.

[0197] Furthermore, Game Management Unit 103 provides the following information regarding object placement: (A1) Information on the arrangement of sound source information-corresponding objects within a given range from the reference position. (A2) Information on the type of sound source associated with the sound source information-compatible object (for example, reverberation and its characteristics (reverberation delay time and volume) or sound effects based on surface irregularities that affect the acoustic effects of the object), (A3) Information relating to the player character in the sound source information-corresponding object, and (A4) Information about the type of ambient sound field, including the surrounding weather conditions or its relationship to other sound source information-corresponding objects. Detects.

[0198] In particular, the game management unit 103 specifies the arrangement of sound source information-compatible objects as follows: (A1-1) Position of the sound source information corresponding object, (A1-2) The distance (depth) from the reference position of the player character or virtual camera to the sound source information corresponding object, (A1-3) The direction in which the sound source information-corresponding object is located from the reference position, and (A1-4) The position, number, type, or combination thereof of other sound source information-corresponding objects placed around or already placed in relation to density, etc. Detects.

[0199] Meanwhile, the game management unit 103, as part of its object placement-related information detection process, uses the virtual camera's position within the game space as a reference position. From the virtual camera's position, it recognizes the types and characteristics of various objects that constitute the terrain or occluders within the virtual camera's field of view, and measures the depth to those objects.

[0200] At this time, the game management unit 103 measures the depth to various objects placed around the virtual camera, relative to its position, by moving the viewpoint up, down, left, and right (for example, by rotating it 360 degrees).

[0201] Then, in the process of measuring the depth to each object, the game management unit 103 acquires various information such as the type and characteristics of each object.

[0202] Specifically, the game management unit 103 of this embodiment performs a raycasting process to detect object placement-related information by outputting a virtual ray from one reference point (i.e., the position as the viewpoint of the virtual camera) to the other reference point (i.e., the placement position of the object), checking whether there is an object that intersects with the ray, and examining the positional relationship between objects in the game space and their attributes.

[0203] In the object placement information detection process, the virtual camera's placement position was used as the reference position. However, instead of the virtual camera's placement position, the player character's position, a position related to the player character, or, if multiple player characters are placed, their center position may also be used.

[0204] On the other hand, the game management unit 103, in addition to the above, reported the following regarding the game status: (B1) Game stages that have been cleared or are currently being attempted, (B2) Types of equipment such as weapons that the player character possesses, (B3) Level of player character or enemy character, (B4) Abilities possessed by player characters or enemy characters, or the level of such abilities, (B5) Task completion status, (B6) Individual or team game score, and, (B7) Game event status, The following may also be detected.

[0205] For example, as a game event, (C1) An event where you fight enemy characters. (C2) An event to explore a designated area. (C3) Events in which enemy characters appear (are born), (C4) Events that occur when you win or lose a battle. (C5) An event that is executed when a task is completed. (C6) An event that occurs when a character collides with a placed object such as a wall. (C7) Events where the weather changes, or (C8) An event where mini-games are played. It includes.

[0206] [4.5] Setting up virtual objects for sound control Next, using Figures 5 to 7, we will describe the acoustic control virtual object configuration process for arranging acoustic control virtual objects, which is executed by the server device 10 of this embodiment.

[0207] Figures 5 to 7 are diagrams illustrating the acoustic control virtual object setting process for arranging acoustic control virtual objects, which is performed by the server device 10 of this embodiment.

[0208] (Basic principle) The object placement control unit 104 sets up a virtual object for sound control in the virtual space to perform a given sound processing on sound effects caused by the sound source information of the sound source information corresponding object, according to the game situation detected by the game detection process such as the object placement-related information detection process as described above.

[0209] In other words, the object placement control unit 104 sets up a virtual sound control object that performs a given sound processing not only on sound effects generated from the location (sound source) of the sound source information-corresponding object, but also on sound effects such as reverberation generated from the sound source information-corresponding object and reflected by objects that cause reverberation, such as mountains.

[0210] Specifically, the object placement control unit 104 sets up a virtual object for sound control based on the object placement-related information detected as part of the game situation.

[0211] In particular, the object placement control unit 104 determines the position of the virtual object for sound control within the virtual space based on the object placement-related information detected as part of the game situation.

[0212] Furthermore, the object placement control unit 104 sets at least one virtual sound control object from among a plurality of selectable virtual sound control objects, each with a different type of sound processing applied to the sound effect caused by the sound source information of the sound source information corresponding to the sound source information object, according to the detected game situation.

[0213] (Setting up virtual objects for sound control based on object placement information) If the object placement control unit 104 detects that an object corresponding to sound source information that should be excluded from acoustic processing is placed around the reference position, it sets up, for example, a virtual acoustic control object that blocks sound or a part of the sound component between the reference position and the position where the sound source information corresponding object is placed (the position of the sound source information corresponding object).

[0214] For example, as shown in Figure 5, consider a scenario where the player character P1 and another player character P2 are fighting in close proximity to enemy character EO of the same type, and the sound effects produced by the other player character P2's battle negatively impact the player character P1's battle.

[0215] In this case, as shown in Figure 5, the object placement control unit 104 controls the area where the player character P1 and another player character P2 are fighting against the enemy character EO. In between, a virtual object for sound control is set up to block sound effects generated by the battle of other player character P2, using object OB as the sound source.

[0216] Furthermore, if the object placement control unit 104 acquires object placement-related information indicating that there is a sound source near the reference position that complicates acoustic processing, it sets up a virtual object for acoustic control between the sound source information-corresponding object and the reference position to simplify the sound effects of that sound source.

[0217] For example, as shown in Figure 6, consider a scenario where the player character P1 is in a dark building space such as a warehouse and is fighting an enemy character (not shown). In this scenario, under the default settings, the reflected sound becomes loud, the reverberation volume is high, and the delay time is also long, resulting in complex sound effects that cause listening problems.

[0218] In this case, as shown in Figure 6, the object placement control unit 104 sets up a virtual object for acoustic control around its own player character P1 (specifically, between it and the objects that make up the space, and in the case of Figure 6, behind the player character P1) which performs acoustic processing that removes sound components of higher-order reflected sound (for example, third-order reflected sound and beyond) and transmits only direct sound and first-order reflected sound.

[0219] (Selection from multiple virtual objects for sound control) The object placement control unit 104 is: (A1) Objects with different shapes (i.e., external shapes in virtual space), (A2) Objects of different sizes, or (A3) Objects for which different acoustic parameters are defined for different acoustic processing applied to sound effects originating from the sound source information. From among several selectable virtual objects for sound control, select the appropriate virtual object for sound control.

[0220] In other words, the object placement control unit 104 identifies the area size, area shape, or type of acoustic processing to be provided, according to the location (location of the object corresponding to the sound source information), distance or range, or characteristics of the reverberation sound (delay time or volume), etc.

[0221] Furthermore, the object placement control unit 104 is configured to select a virtual object for sound control of a specified type.

[0222] In particular, the acoustic parameters of this embodiment include, for example, parameters for controlling the amplitude of sound components for volume control or filtering (removal or reduction of some sound components), and parameters for defining the sound absorption rate or reflectance for adding or removing reverberation.

[0223] For example, if the sound source information corresponding object OB1 is large, the object placement control unit 104 sets up a virtual sound control object AO1 between the player character P1 and the sound source information corresponding object OB1, as shown in Figure 7. This virtual sound control object AO1 is large enough to cover the sound source information corresponding object OB1 and has acoustic parameters to remove sound effects generated from the sound source of the sound source information corresponding object OB1.

[0224] On the other hand, if the sound source information corresponding object OB2 is small in size, the object placement control unit 104 will be sized to cover the sound source information corresponding object OB2, as shown in Figure 7. A virtual sound control object AO2 having an acoustic parameter that removes sound effects generated from the sound source of the sound source information corresponding object OB2 is set between the player character P1 and the sound source information corresponding object OB2.

[0225] (Setting up virtual objects for acoustic control based on acoustic simulation) The object placement control unit 104 may perform an acoustic simulation of sound effects to be generated based on a reference position, based on object placement-related information detected as the game situation, and if the given conditions are met by the acoustic simulation, it may set up a virtual object for acoustic control.

[0226] In other words, the object placement control unit 104 has a configuration that simplifies sound processing, such as removing unnecessary sound effects or reducing their volume, even when it is unclear whether there are any sound sources that should be excluded or reduced from the target of sound source information based solely on the placement of sound source information-corresponding objects.

[0227] Specifically, the object placement control unit 104 performs an acoustic simulation, which is a simulation within the virtual space or a part of the virtual space, and which analyzes the sounds or their components present in that space based on the game situation.

[0228] Furthermore, the object placement control unit 104 sets the reference position to the sound collection position for sound effects (the position where the player hears the sound) and performs an acoustic simulation.

[0229] Then, the object placement control unit 104 sets a virtual object for sound control that excludes or reduces sound effects in a suitable position, based on given conditions such as the number of sound source information being greater than or equal to a predetermined number, the presence of reverberant sound components with an amplitude greater than or equal to a predetermined amplitude after a predetermined time has elapsed, or the CPU performance being greater than or equal to a predetermined value, and the processing load meeting predetermined criteria.

[0230] [4.6] Sound effect generation process Next, the sound effect generation process performed by the server device 10 of this embodiment will be described.

[0231] When a virtual object for sound control is set in the virtual space as described above, the sound effect generation processing unit 109 performs sound processing in the virtual object for sound effects caused by the sound source information associated with the sound source information corresponding to the sound source information corresponding object, and generates sound effects.

[0232] In particular, the sound effect generation processing unit 109 performs sound processing on the sound control virtual object and generates sound effects, depending on the positional relationship between the placed sound source information-corresponding object and the sound control virtual object in the virtual space, or depending on the relationship between these attributes, such as the sound source information-corresponding object having an attribute that has a high-frequency sound source and the sound control virtual object having an attribute that cuts out high frequencies.

[0233] Then, the sound effect generation processing unit 109 executes acoustic processing based on the shape, size, and acoustic parameters of the virtual object for acoustic control.

[0234] Specifically, as described above, for the part of the sound effect generated from the sound source blocked by the virtual object for acoustic control based on size or shape, the acoustic processing based on the acoustic parameters defined for the virtual object for acoustic control is executed, and for the sound effect propagated outside the range, no acoustic processing is executed.

[0235] [4.7] Provision processing Next, the sound effect provision processing of this embodiment will be described.

[0236] The information provision unit 111 generates various game information (information related to game progress) for causing the terminal device 20 to process the game and provides it to the corresponding terminal device 20.

[0237] That is, during the game, the information provision unit 111 provides the corresponding terminal device 20 with sound effect control data for outputting a sound effect together with various game information related to game control and images to the corresponding terminal device 20.

[0238] In particular, when the sound effects output by each terminal device 20 are set for each player, the information provision unit 111 provides sound effect output data corresponding to each terminal device 20.

[0239] Note that when the terminal device 20 receives the sound effect output control data, it outputs a sound effect based on the sound effect output control data.

[0240] [5] Operations in this embodiment (sound effect control processing) Next, the operation of the sound effect control processing associated with the setting (arrangement) in the virtual space of the virtual object for acoustic control executed by the server device 10 of this embodiment will be described using FIG. 8.

[0241] Figure 8 is a flowchart illustrating the operation of the sound effect control process associated with the setting (placement) of a virtual object for sound control within the virtual space, which is performed by the server device 10 of this embodiment.

[0242] This action is performed when a given game has started and a command to start a given game event has been received, and it is performed for each player.

[0243] Note that this operation assumes that object objects including terrain, and other objects such as character objects including the player character, have already been formed or that separate processing for their formation has been performed.

[0244] First, when the game management unit 103 detects that an object corresponding to sound source information has been placed in the virtual space (step S101), it detects the game status, such as object placement-related information based on a reference position such as the position of the virtual camera or the position of the player character (step S102).

[0245] Next, the object placement control unit 104 determines the position and type of sound control virtual object to be placed in the virtual space according to the detected game situation (step S103), and sets the determined type of sound control virtual object at the corresponding position in the virtual space (step S104).

[0246] Next, the sound effect generation processing unit 109 starts outputting a sound effect caused by the sound source information associated with the sound source information corresponding to the sound source information corresponding object (step S105), and then starts executing sound effect generation processing on the sound effect using a virtual object for sound control to generate a sound effect based on a reference position (step S106).

[0247] Finally, the information provision unit 111 starts the provision process (step S107) to provide the generated sound effect control data, along with other game information, to the corresponding terminal device 20, thereby ending this operation.

[0248] The sound effect generation processing unit 109 will continue to perform sound effect generation until it is instructed to terminate the sound effect generation process, and the information provision unit 111 will continue to perform provision processing until it is instructed to terminate the provision processing.

[0249] [6] Variant [6.1] Variation 1 (Setting up the sound source object) Next, using Figure 9, a modified example of this embodiment, in which a sound source object is set, will be described, explaining the sound effect control process.

[0250] Figure 9 is a modified example of this embodiment and illustrates the sound effect control process when setting a sound source object.

[0251] This modified version is characterized in that, in the above embodiment, instead of setting up a virtual object for acoustic control to perform a given acoustic processing on a sound effect caused by the sound source of the sound source information of the sound source target object, a sound source object is set up in which the sound processed acoustically on the sound effect is used as the sound source.

[0252] Specifically, the server device 10 of this modified example is: (A1) An object placement process that places a given sound source information-corresponding object, to which sound source information is associated, into a virtual space. (A2) Game status detection process to detect the game status, (A3) Sound source object setting process, which sets up a sound source object in the virtual space that uses sound processed from the sound effect caused by the sound source information of the sound source target object, based on the detected game situation and the sound source information associated with the placed sound source target object. (A4) Sound effect generation process that generates sound effects based on sound source objects set in a virtual space, and (A5) The providing process of providing the generated sound effects to the player may be executed.

[0253] In particular, in this case, the server device 10 sets a reference position that is the arrangement position of the virtual camera or the player character in the virtual space, and in the virtual space, detects object arrangement related information regarding the objects arranged in the virtual space within a predetermined position range from the reference position as the game situation, and has a configuration of setting a virtual object for acoustic control based on the detected object arrangement related information.

[0254] Specifically, as shown in FIG. 9, the object arrangement control unit 104 of this modification example arranges a sound source object having as a sound source the sound that has been acoustically processed with respect to the sound effects resulting from the sound source of the sound source information of the sound source target object, at a predetermined position, instead of an object that performs a given acoustic process on the sound effects propagated within the spatial range formed by the object, as the virtual object for acoustic control.

[0255] Note that FIG. 9 is a diagram showing an example in which the sound source information corresponding object that is a wall object becomes an object without sound source information having no sound source information, and a sound source object is arranged instead of the virtual object for acoustic control.

[0256] [6.2] Modification Example 2 (In the case of a large-scale multi-player simultaneous participation type online (MMO)) Next, an effect sound control process in a modification example of the present embodiment, in the case of a large-scale multi-player simultaneous participation type online (MMO), will be described.

[0257] The server device 10 of this modification example (A1) arranges player characters corresponding to each player in the virtual space, (A2) arranges a virtual camera used for imaging the virtual space in the virtual space, (A3) Based on at least one of the following elements: the position of the placed player characters in the virtual space, the number of such characters, the position of the placed virtual cameras in the virtual space, and the number of such virtual cameras, the type of sound control virtual object to be placed, the placement position of the sound control virtual object in the virtual space, and at least one of the number of the sound control virtual object. It has a structure.

[0258] In other words, the server device 10 of this modified example has a configuration in which it assigns a virtual camera to each player, sets a virtual object for sound control based on the corresponding player character or virtual camera, and individually executes sound effect generation processing for each player.

[0259] [6.3] Modification 3 (Setting up a virtual object for sound control based on a moving character) Next, using Figure 10, a modified example of this embodiment, specifically the setting of a virtual object for sound control based on a moving character, will be described.

[0260] Figure 10 is a modified example of this embodiment and illustrates the setting of a virtual object for sound control based on a moving character.

[0261] In this modified example, the object placement control unit 104 executes movement control processing to control the movement of already placed virtual objects for sound control in accordance with the player character moving within the virtual space along with the detected game situation.

[0262] For example, as shown in Figure 10, if, for example, a plurality of sound source information-corresponding objects (flames) OB are arranged around a car, such as a player character P, along the side of the car, the object placement control unit 104 moves the already placed sound control virtual objects along with the car when the car moves.

[0263] In particular, in such cases, if the sound source information-corresponding object is fixed, the object placement control unit 104 may move the already placed acoustic control virtual object in accordance with the change in the relative position of the sound source information-corresponding object with respect to the automobile in the virtual space, or in addition to, or instead of, such movement, it may change the shape, size, or both of the acoustic control virtual object.

[0264] In this case, the object placement control unit 104 may change acoustic parameters in addition to, or instead of, the shape or size.

[0265] For example, if the distance between the reference position and the sound source information corresponding object increases, the object placement control unit 104 may reduce the volume of the sound effect of the sound source subject to acoustic processing, or reduce the amplitude of the high-frequency components.

[0266] [6.4] Variation 4 (Standalone) Next, a modified version of this embodiment, with effects in a standalone game system. This section explains sound control processing.

[0267] In this embodiment, the sound effect control process is implemented by a server device 10 that provides the game to the terminal device 20. However, it may also be implemented by a single game device equipped with the functions of the server device 10, that is, a device that operates independently without relying on other devices such as a server device (standalone).

[0268] In this case, to make the game enjoyable for multiple players, one can simply provide multiple input terminal devices.

[0269] Furthermore, it is also possible to connect multiple standalone game devices via wired or wireless connections, with one game device functioning as a server device 10, and to implement this using multiple game devices.

[0270] Furthermore, in this embodiment, the server device 10, which operates in conjunction with the terminal device 20 via a network, is made to perform sound effect control processing associated with the placement of the particle objects in this embodiment. However, it can also be applied to tablet-type information terminal devices, personal computers, or game devices installed in amusement parks.

[0271] [7] Others The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited as broad or synonymous in the specification or drawings may be replaced with broad or synonymous terms in other descriptions in the specification or drawings.

[0272] Although this embodiment describes it as an input method for an RPG game, it can also be used in other games such as competitive games or simulation games.

[0273] Furthermore, in this embodiment, each game may be provided to the terminal device 20 by a single server device 10, or a server system may be constructed by linking multiple server devices 10 together to provide each game to the terminal device.

[0274] Furthermore, in this embodiment, the game provided by the server device 10 is executed by the terminal device 20, but the functions of the processing unit 100 of the server device 10 and the execution of the game program may also be performed by the terminal device 20.

[0275] The present invention includes configurations that are substantially identical to those described in the embodiments (for example, configurations with the same function, method, and result, or configurations with the same purpose and effect). Furthermore, the present invention includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. Furthermore, the present invention includes configurations that produce the same effects or achieve the same purpose as those described in the embodiments. Furthermore, the present invention includes configurations that add known technology to the configurations described in the embodiments.

[0276] As described above, embodiments of the present invention have been explained in detail, but it will be readily apparent to those skilled in the art that many modifications are possible without substantially departing from the novel aspects and effects of the present invention. Therefore, all such modifications are included within the scope of the present invention. [Explanation of Symbols]

[0277] S: Game System 10: Server device 20: Terminal device 100: Processing Unit 101: Communication Control Unit 102: Web Processing Unit 103: Game Management Department 104: Object Placement Control Unit 105: Input reception processing unit 106: Game Calculation Unit 107: Virtual Camera Control Unit 108: Image generation unit 109: Sound effect generation processing unit 110: Timer Management Department 111: Information provision department 120: Input section 130: Display section 140: Storage section 142: Main memory 144: Game data storage unit 146: Player Information Storage Unit 148: Object sound source information storage unit 180: Information storage medium 196: Communications Department 200: Processing Unit 201: Input Reception Section 202: Game Processing Unit 211: Web browser 214: Game Control Department 220: Drawing section 230: Sound Processing Unit 260: Input section 262: Detection unit 270: Storage section 271: Main memory 272: Image buffer 280: Information storage medium 290:Display section 292: Sound output section 296: Communications Department

Claims

1. A game system that performs control related to a game, including sound control within a virtual space, A placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space, A detection means for detecting the game situation, A special area setting means sets a region within the virtual space, in which a given sound processing is performed on sound effects originating from the sound source information, according to the detected game situation, as a special area; When the special region is set in the virtual space, a sound effect generation means performs acoustic processing in the special region on sound effects originating from the sound source information associated with the sound source information corresponding to the sound source information corresponding object, in accordance with a given relationship between the placed sound source information corresponding object and the special region, and generates sound effects. Output control means that performs a provisioning process to provide the generated sound effect to the player, A game system characterized by having the following features.

2. In the game system described in claim 1, The virtual space further comprises a reference position setting means for setting a given reference position, The detection means, Within the aforementioned virtual space, an object placement-related information detection process is performed to detect object placement-related information, which indicates information about objects placed in the virtual space within a given position range from the reference position, as the game situation. The special area setting means, A game system that sets up the special area based on the detected object placement-related information.

3. In the game system described in claim 2, The special area setting means, A game system that determines the position of the special region within the virtual space based on the detected object placement-related information.

4. In the game system described in claim 2, The system further includes a simulation means that performs an acoustic simulation of sound effects to be generated based on the detected object placement-related information, with the reference position as the reference point. The special area setting means, A game system that sets the special region when the given conditions are met by the aforementioned acoustic simulation.

5. In the game system described in claim 1, The special area setting means, A game system that, with respect to sound effects originating from the sound source of the sound source information, sets at least one special region from among a plurality of selectable special regions with different types of sound processing applied, according to the detected game situation.

6. In the game system described in claim 5, A game system in which the aforementioned game situation includes the arrangement status of the sound source information-corresponding objects.

7. In the game system described in claim 5, The aforementioned multiple selectable special regions include regions with different shapes, regions with different sizes, A game system comprising at least one region in which different acoustic parameters are defined for the acoustic processing applied to sound effects originating from the sound source of the sound source information.

8. In the game system described in claim 1, Character placement control means for placing characters in the virtual space, A virtual camera control means that places a virtual camera used to image the virtual space within the said virtual space, Furthermore, The special area setting means, A game system that determines at least one of the following elements: the type of special area to be placed, the placement location of the special area in the virtual space, and the number of the special area, based on at least one of the following elements: the position of the placed characters in the virtual space, the number of such characters, the position of the placed virtual cameras in the virtual space, and the number of such virtual cameras.

9. In the game system described in claim 1, The special area setting means, A game system that, in accordance with the detected game status and the character moving within the virtual space, executes a movement control process to control the movement of the specific area already placed.

10. A game system that performs control related to a game, including sound control within a virtual space, A placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space, A detection means for detecting the game situation, Sound source object setting means, based on the detected game situation and the sound source information associated with the placed sound source target object, sets a sound source object in the virtual space whose sound source is a sound processed from a sound effect caused by the sound source information of the sound source target object. A sound effect generation means that generates sound effects based on the sound source of the sound source information and the sound source object set in the virtual space, Output control means that performs a provisioning process to provide the generated sound effect to the player, A game system characterized by having the following features.

11. A program that performs control related to a game, including sound control within a virtual space, Placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space. Detection means for detecting game status, A special area setting means sets an area within the virtual space, in which a given sound processing is performed on sound effects originating from the sound source information, according to the detected game situation, as a special area. When the special region is set in the virtual space, a sound effect generation means performs acoustic processing in the special region on sound effects originating from the sound source information associated with the sound source information corresponding to the sound source information corresponding object, in accordance with a given relationship between the placed sound source information corresponding object and the special region, and generates sound effects, and Output control means that performs a provisioning process to provide the generated sound effect to the player. A program characterized by making it function as a computer.

12. A program that performs control related to a game, including sound control within a virtual space, Placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space. Detection means for detecting game status, Sound source object setting means, based on the detected game status and the sound source information associated with the placed sound source target object, sets a sound source object in the virtual space whose sound source is a sound processed from a sound effect caused by the sound source information of the sound source target object. A sound effect generation means that generates sound effects based on the sound source of the aforementioned sound source information and the sound source object set in the virtual space, and Output control means that performs a provisioning process to provide the generated sound effect to the player. A program characterized by its ability to make a computer function.

13. A game provision method for providing information about a game from a server device that performs game-related control, including sound control, within a virtual space, to a terminal device connected via a network and operated by a player, wherein The aforementioned server device A placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space, A detection means for detecting the game situation, A special area setting means sets a region within the virtual space, in which a given sound processing is performed on sound effects originating from the sound source information, according to the detected game situation, as a special area; When the special region is set in the virtual space, a sound effect generation means performs acoustic processing in the special region on sound effects originating from the sound source information associated with the sound source information corresponding to the sound source information corresponding object, in accordance with a given relationship between the placed sound source information corresponding object and the special region, and generates sound effects. In the case where the system includes output control means that performs a provisioning process to provide the generated sound effect to the player, The terminal device receives information regarding the operation of the player and transmits it to the server device. A method for providing a game, characterized by receiving information about the game from a server device that performs processing related to the game.

14. A game provision method for providing information about a game from a server device that performs game-related control, including sound control, within a virtual space, to a terminal device connected via a network and operated by a player, wherein The aforementioned server device A placement control means for placing a given sound source information-corresponding object, to which sound source information is associated, in the aforementioned virtual space, A detection means for detecting the game situation, Sound source object setting means, based on the detected game situation and the sound source information associated with the placed sound source target object, sets a sound source object in the virtual space whose sound source is a sound processed from a sound effect caused by the sound source information of the sound source target object. A sound effect generation means that generates sound effects based on the sound source of the sound source information and the sound source object set in the virtual space, Output control means that performs a provisioning process to provide the generated sound effect to the player, In cases where the following are provided, The terminal device receives information regarding the operation of the player and transmits it to the server device. A method for providing a game, characterized by receiving information about the game from a server device that performs processing related to the game.