Game program and game device

By dynamically adjusting sound volume based on detected distances in a virtual space, the game device enhances user immersion by conveying spatial relationships and interactions, addressing the limitations of static sound output in existing game technologies.

JP7617378B2Active Publication Date: 2025-01-20CAPCOM CO LTD
View PDF 11 Cites 0 Cited by

Patent Information

Application Number
JP2020214971
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-12-24
Publication Date
2025-01-20
Estimated Expiration
2040-12-24

AI Technical Summary

Technical Problem

Existing game technologies struggle to enhance user immersion through sound effects and background music, as simply outputting these elements does not effectively convey spatial relationships and changes in game scenarios.

Method used

A game device that adjusts sound volume based on the detected distance in the height direction between a player character and objects in a virtual space, using a detection unit to correct the volume according to both straight-line and height distances, ensuring the volume decreases with increased distance and changes dynamically with object movements.

Benefits of technology

This approach enhances user immersion by providing a more realistic auditory experience, allowing players to perceive spatial changes and interactions with game elements, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007617378000001
    Figure 0007617378000001
  • Figure 0007617378000002
    Figure 0007617378000002
  • Figure 0007617378000003
    Figure 0007617378000003
Patent Text Reader

Abstract

To provide a game program capable of increasing a user's sense of immersion in a game.SOLUTION: A game progressing part progresses a game in which a player character and an object are disposed in a virtual space. A detection part detects distance L1 in a height direction between the player character and the object in a virtual space. A correction part corrects volume of sound reproduced in a game according to distance in a height direction detected by the detection part.SELECTED DRAWING: Figure 5
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to gaming technology. [Background technology]

[0002] Patent Document 1 discloses an audio processing system that outputs background music (BGM) in a game. In this system, audio control is performed so that sound effects are easy to hear even when the BGM and sound effects are output overlapping each other. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-177184 A Summary of the Invention [Problem to be solved by the invention]

[0004] Simply outputting sounds such as background music, as in the system of Patent Document 1, makes it difficult to enhance the user's immersive feeling in the game.

[0005] An object of the present invention is to provide a gaming technique that can increase a user's sense of immersion in a game. [Means for solving the problem]

[0006] The first aspect is Computer, a game progression unit that progresses a game in which a player character and objects are placed in a virtual space; a detection unit that detects a distance in a height direction between the player character and the object in the virtual space; a correction unit that corrects the volume of a sound reproduced in the game in accordance with the distance in the height direction detected by the detection unit; A game program characterized by:

[0007] In a first aspect, The computer, a determination unit that determines a volume of the sound according to a straight-line distance between the player character and the object in the virtual space; The correction unit may correct the volume of the sound determined by the determination unit, in accordance with the distance in the height direction detected by the detection unit.

[0008] In the first aspect, The correction unit may correct the volume of the sound such that the volume of the sound decreases as the distance in the height direction detected by the detection unit increases.

[0009] In the first aspect, The correction unit may not need to correct the volume of the sound when the distance in the height direction detected by the detection unit is equal to or smaller than a threshold value.

[0010] In the first aspect, the object includes an enemy character that fights against the player character in the virtual space; The threshold value may be set to a distance in the height direction at which the player character is able to attack the enemy character.

[0011] In the first aspect, the object includes a character that performs a specific movement based on a predetermined reference point in the virtual space; When the character performs the particular movement in the virtual space, the detection unit may detect the distance in the height direction by using a reference point of the particular movement of the character as a position of the character.

[0012] The second aspect is A storage unit that stores a game program according to a first aspect; A control unit that executes the game program. The present invention is a game device characterized by the above. Effect of the Invention

[0013] According to the present invention, it is possible to enhance a user's sense of immersion in a game. [Brief description of the drawings]

[0014] [Figure 1] 1 is a block diagram illustrating a configuration of a game device according to a first embodiment. [Diagram 2] 11 is a graph illustrating the relationship between the straight-line distance and the volume of music in the determination unit. [Diagram 3] 11 is a graph illustrating the relationship between the height distance and the correction amount in the correction unit. [Figure 4] FIG. 13 is a schematic diagram showing a specific example of volume control. [Diagram 5] FIG. 13 is a schematic diagram showing another example of volume control. [Figure 6] FIG. 13 is a schematic diagram illustrating a height distance threshold. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] Hereinafter, the embodiments will be described in detail with reference to the drawings. In the drawings, the same or corresponding parts are designated by the same reference characters and their description will not be repeated.

[0016] (Game Description) In the following description, a "game" refers to a game (video game) in which a player character and objects are placed in a virtual space. The virtual space is a three-dimensional game space, and is displayed on a display as an image. The player character moves in response to the user's operation.

[0017] The objects include environmental objects that constitute the environment in the virtual space, and sound source objects that serve as virtual sound sources in the virtual space. Examples of environmental objects include objects that represent terrain such as bedrock, caves, and rivers, and objects that represent buildings and trees. Examples of sound source objects include objects that operate in the virtual space, and objects that only output sound in the virtual space. The player character also serves as a virtual sound source in the virtual space.

[0018] Furthermore, in the game described below, sounds are played. Sounds played in the game include sounds output from sound source objects, sounds output from player characters, and music such as BGM (Background Music). Examples of sounds from sound source objects (sounds associated with sound source objects) include sounds that accompany the movements of objects, such as footsteps and wind noises, and sounds emitted by objects, such as cries and lines. Examples of sounds from player characters (sounds associated with player characters) are similar to the examples of sounds from sound source objects.

[0019] Furthermore, in the game described below, sound image localization processing is performed. In the sound image localization processing, sound data is reproduced so that the sound output from the speaker becomes the sound heard by the player character in the virtual space (sound output from a virtual sound source). Specifically, in the sound image localization processing, a virtual microphone is set in the virtual space to collect the sound output from the virtual sound source. The virtual microphone is placed in the vicinity of the player character and moves together with the player character. Then, the reproduction of the sound data is controlled so that the sound output from the speaker becomes the sound collected by the virtual microphone.

[0020] In the following, an action game in which a player character defeats an enemy character will be taken as an example. In this action game, in addition to the player character, non-player characters operated by a computer also operate in the virtual space. Examples of non-player characters include enemy characters such as monsters, and friendly characters that help the player character. The enemy characters fight against the player character in the virtual space. The enemy characters and friendly characters are examples of sound source objects.

[0021] (Embodiment 1) 1 illustrates the configuration of a game device 10 according to embodiment 1. The game device 10 executes a game in response to an operation by a user. For example, the game device 10 may be a home game console such as PlayStation (registered trademark), XBox (registered trademark), or Nintendo Switch (registered trademark), a portable game console such as PlayStation Vita (registered trademark), a personal computer, a smartphone, or a tablet.

[0022] In the following, a case will be taken as an example where the game device 10 is a home game machine. The game device 10 has a display 21, a speaker 22, and a game controller 23 either externally connected or built-in.

[0023] [Hardware configuration of the game device] 1, the game device 10 includes a network interface 11, a graphics processing unit 12, an audio processing unit 13, an operation unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphics processing unit 12, the audio processing unit 13, the operation unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.

[0024] The network interface 11 is communicably connected to external terminals (such as other game devices 10 and server devices) via a communication network.

[0025] A display 21 is connected to the graphics processing unit 12. The graphics processing unit 12 renders game images including various objects related to the virtual space in a moving image format in accordance with game image information output from the control unit 16. The game images rendered in a moving image format are displayed on the display 21 as a game screen.

[0026] A speaker 22 is connected to the audio processing unit 13. The audio processing unit 13 plays and synthesizes game sounds in accordance with instructions from the control unit 16. The game sounds played and synthesized by the audio processing unit 13 are output from the speaker 22.

[0027] A game controller 23 is connected to the operation unit 14. The operation unit 14 transmits and receives data related to operation inputs to and from the game controller 23. Then, the operation unit 14 transmits operation information indicating the operations input to the game controller 23 to the control unit 16.

[0028] For example, a user operates the game controller 23 to input an operation signal to the game device 10. That is, when the game controller 23 is operated by the user, the game controller 23 transmits an operation signal corresponding to the user's operation to the operation unit 14. The operation unit 14 generates operation information based on the operation signal, and transmits the operation information to the control unit 16.

[0029] The storage unit 15 stores various data. The storage unit 15 is composed of an HDD, an SSD, a RAM, a ROM, and the like. For example, the storage unit 15 stores a game program and game data for executing a game. The storage unit 15 also stores a plurality of sound data. The plurality of sound data includes sound data indicating sounds output from sound source objects such as enemy characters and ally characters, sound data indicating sounds output from a player character, sound data indicating music (BGM) played in the game, and the like.

[0030] The control unit 16 controls the operation of the game device 10. The control unit 16 transmits and receives various information and data, and processes various information and data. The control unit 16 has a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs for operating the CPU, etc.

[0031] [Functional configuration of the control unit in the game device] 1, the control unit 16 of the game device 10 has a game progression unit 100, a determination unit 101, a detection unit 102, a correction unit 103, and a reproduction unit 104. Specifically, the control unit 16 functions as the game progression unit 100, the determination unit 101, the detection unit 102, the correction unit 103, and the reproduction unit 104 by the CPU executing various programs.

[0032] <Game Progression Division> The game progression unit 100 progresses a game in which a player character and objects are placed in a virtual space. In this example, the game progression unit 100 controls the graphics processing unit 12, thereby controlling the display 21. The game progression unit 100 also receives operation information transmitted from the operation unit 14.

[0033] Specifically, the game progression unit 100 causes images related to the game to be output to the display 21 based on the game data. The user operates the game controller 23 in accordance with the images and sounds output from the display 21 and speaker 22. Based on operation information indicating operations input to the game controller 23, the game progression unit 100 generates game data that reflects that operation information.

[0034] Decision-making department The determination unit 101 corrects the volume of music (BGM) played in the game according to the linear distance L0 between the player character and the enemy character in the virtual space (see Figs. 4 and 5). Hereinafter, the linear distance L0 between the player character and the enemy character in the virtual space will be simply referred to as "linear distance L0." Note that music is an example of sound played in the game.

[0035] As shown in Fig. 2, in this example, the determination unit 101 determines the volume of the song so that the longer the straight-line distance L0, the lower the volume of the song. In the example of Fig. 2, when the straight-line distance L0 is "20 m", the volume of the song determined by the determination unit 101 is "-4 db". Note that in the example of Fig. 2, the relationship between the straight-line distance L0 and the volume of the song is expressed by a linear function.

[0036] <Detection section> The detection unit 102 detects a distance L1 (see FIG. 5) in the height direction between the player character and the enemy character in the virtual space. Hereinafter, the distance L1 in the height direction between the player character and the enemy character in the virtual space will be referred to as a "height distance L1."

[0037] <Correction section> The correction unit 103 corrects the volume of the music (BGM) played in the game, according to the height distance L1 detected by the detection unit 102. In this example, the correction unit 103 corrects the volume of the music determined by the determination unit 101, according to the height distance L1 detected by the detection unit 102.

[0038] As shown in FIG. 3, in this example, the correction unit 103 corrects the volume of the music so that the volume of the music decreases as the height distance L1 detected by the detection unit 102 increases. In the example of FIG. 3, when the height distance L1 is "0 m", the correction amount of the music in the correction unit 103 (the amount of the music volume corrected by the correction unit 103) is "0 db". In other words, when the height distance L1 is "0 m", the correction unit 103 does not correct the music volume. Also, when the height distance L1 is "10 m", the correction amount of the music in the correction unit 103 is "-4 db". Note that in the example of FIG. 3, the relationship between the height distance L1 and the correction amount of the music is expressed by a linear function.

[0039] <Reproduction Department> The playback unit 104 plays back the audio data. The audio data played back by the playback unit 104 is processed by the audio processing unit 13. As a result, the sound (music, etc.) represented by the audio data is output from the speaker 22.

[0040] In this example, the playback unit 104 plays audio data indicating sounds output from sound source objects such as enemy characters and ally characters, audio data indicating sounds output from the player character, and audio data indicating music (BGM) played in the game (hereinafter referred to as "music data").

[0041] Specifically, the playback unit 104 reads out the sound data of the sound source object and the sound data of the player character from the storage unit 15, and performs sound image localization processing on the read sound data. Then, the playback unit 104 outputs the sound data that has been subjected to the sound image localization processing to the audio processing unit 13.

[0042] Furthermore, the playback unit 104 reads out the music data from the storage unit 15, and outputs the read-out music data to the audio processing unit 13. Then, the playback unit 104 controls the audio processing unit 13 so that the music (BGM) indicated in the music data is output from the speaker 22 at the music volume corrected by the correction unit 103. Note that, when the music volume is not corrected by the correction unit 103, the playback unit 104 controls the audio processing unit 13 so that the music indicated in the music data is output from the speaker 22 at the music volume determined by the determination unit 101.

[0043] [Volume Control] Next, a description will be given of the volume control performed by the control unit 16. The control unit 16 repeatedly performs the following process.

[0044] First, the determination unit 101 detects the straight-line distance L0. Specifically, the determination unit 101 detects the coordinate values ​​of the position P0 of the player character in the virtual space and the coordinate values ​​of the position P1 of the enemy character in the virtual space, and calculates the Euclidean distance between the positions P0 and P1 based on these coordinate values. Then, the determination unit 101 calculates the straight-line distance L0 based on the Euclidean distance. Next, the determination unit 101 determines the volume of the music according to the straight-line distance L0. In this example, the volume of the music is determined such that the longer the straight-line distance L0, the lower the volume of the music.

[0045] Furthermore, the detection unit 102 detects the height distance L1. Specifically, the detection unit 102 detects a height value included in the coordinate values ​​of the position P0 of the player character and a height value included in the coordinate values ​​of the position P1 of the enemy character, and calculates the height distance L1 based on the difference between these values.

[0046] Next, correction unit 103 corrects the volume of the music determined by determination unit 101 according to height distance L1 detected by detection unit 102. In this example, the volume of the music is corrected so that the longer the height distance L1, the lower the volume of the music.

[0047] For example, when the current height distance L1 detected by the detection unit 102 is longer than the previous height distance L1, the correction unit 103 corrects the volume of the music to decrease the volume of the music by an amount corresponding to the increase in the height distance L1. Also, when the current height distance L1 detected by the detection unit 102 is shorter than the previous height distance L1, the correction unit 103 corrects the volume of the music to increase the volume of the music by an amount corresponding to the decrease in the height distance L1.

[0048] Next, the playback unit 104 generates volume information indicating the volume of the music corrected by the correction unit 103, and transmits the volume information to the audio processing unit 13. The audio processing unit 13 plays the music indicated in the music data so that the volume of the music output from the speaker 22 becomes the volume indicated in the volume information. As a result, the volume of the music output from the speaker 22 becomes the volume of the music corrected according to the height distance L1.

[0049] When the volume of the music is not corrected by the correction unit 103, the playback unit 104 generates volume information indicating the volume of the music determined by the determination unit 101, and transmits the volume information to the audio processing unit 13. The audio processing unit 13 plays the music indicated in the music data so that the volume of the music output from the speaker 22 becomes the volume indicated in the volume information. As a result, the volume of the music output from the speaker 22 becomes the volume of the music determined according to the straight-line distance L0.

[0050] [Volume control example] Next, the volume control will be specifically described with reference to Fig. 4 and Fig. 5. Fig. 4 shows an example where the linear distance L0 is "20m" and the height distance L1 is "0m". Fig. 5 shows an example where the linear distance L0 is "20m" and the height distance L1 is "10m".

[0051] 4, when the straight-line distance L0 is "20 m" and the altitude distance L1 is "0 m", the volume of the music determined by the determination unit 101 is "-4 db", and the amount of music correction by the correction unit 103 (the amount of the music volume corrected by the correction unit 103) is "0". As a result, the volume of the music output from the speaker 22 is "-4 db".

[0052] 5, when the straight-line distance L0 is "20 m" and the altitude distance L1 is "10 m", the volume of the music determined by the determination unit 101 is "-4 db", and the amount of correction of the music by the correction unit 103 is "-4 db". As a result, the volume of the music output from the speaker 22 is "-8 db".

[0053] [Summary of embodiment 1] To summarize the above, the game program of embodiment 1 causes the control unit 16 (computer) to function as a game progression unit 100 that progresses a game in which a player character and objects are placed in a virtual space, a detection unit 102 that detects the distance L1 in the height direction between the player character and the object in the virtual space, and a correction unit 103 that corrects the volume of sound (music in this example) played in the game in accordance with the distance L1 in the height direction detected by the detection unit 102.

[0054] Moreover, the game device 10 of the first embodiment includes a storage unit 15 that stores the above-mentioned game program, and a control unit 16 that executes the above-mentioned game program.

[0055] [Advantages of the First Embodiment] As described above, in the first embodiment, the volume of the music is corrected according to the height distance L1 detected by the detection unit 102, and the change in the volume of the music can be used to make the user operating the player character aware of the change in the situation the player character is in. This can enhance the user's immersion in the game.

[0056] For example, by correcting the volume of the music so that the volume decreases as the height distance L1 increases, it is possible to express that the player character and the enemy character are moving away from each other in the height direction by a decrease in the volume of the music. This allows the user to recognize, for example, that the player character has gone from "in combat" when the player character can attack the enemy character to "not in combat" when the player character cannot attack the enemy character.

[0057] Also, by correcting the volume of the music so that it gets louder as the height distance L1 gets shorter, it is possible to express that the player character and enemy character are getting closer to each other in the height direction by the increase in the volume of the music, which allows the user to recognize, for example, that they have gone from "not in combat" to "in combat."

[0058] In the first embodiment, the determination unit 101 determines the volume of the music according to the linear distance L0, and the correction unit 103 corrects the volume of the music (the volume of the music determined according to the linear distance L0) according to the linear distance L1. In this way, by determining the volume of the music according to the linear distance L0, the sense of distance between the player character and the enemy character can be expressed by utilizing the change in the volume of the music. Then, by correcting the volume of the music (the volume of the music determined according to the linear distance L0) according to the linear distance L1, the sense of distance between the player character and the enemy character can be appropriately corrected according to the height distance L1.

[0059] For example, by correcting the volume of the music (the volume of the music determined according to the linear distance L0) so that it decreases as the height distance L1 increases, the sense of distance between the player character and the enemy character can be corrected so that the enemy character appears farther away from the player character. This allows the user to recognize that the enemy character is too high and the player character's attack cannot reach it.

[0060] (Embodiment 2) The game device 10 of the second embodiment differs from the game device 10 of the first embodiment in the operation of the correction unit 103. Other configurations of the game device 10 of the second embodiment are similar to those of the game device 10 of the first embodiment.

[0061] In the second embodiment, a threshold value Lth is set for a height distance L1 as shown in Fig. 6. In this example, the threshold value Lth is set to the height distance L1 when the player character is capable of attacking an enemy character.

[0062] In the second embodiment, the correction unit 103 does not correct the volume of the music when the height distance L1 detected by the detection unit 102 is equal to or less than the threshold value Lth. Note that, when the height distance L1 detected by the detection unit 102 exceeds the threshold value Lth, the correction unit 103 corrects the volume of the music according to the height distance L1, as in the first embodiment.

[0063] [Effects of the second embodiment] In the second embodiment, the same effects as those of the first embodiment can be obtained.

[0064] Furthermore, in the second embodiment, the correction unit 103 does not correct the volume of the music when the height distance L1 detected by the detection unit 102 is equal to or less than the threshold value Lth. This control makes it possible to prevent the volume of the music played in the game from changing when the player character and the object are close to each other in the height direction. This allows the user to concentrate on playing the game.

[0065] (Embodiment 3) The game device 10 of the third embodiment differs from the game device 10 of the first embodiment in the operation of the detection unit 102. Other configurations of the game device 10 of the third embodiment are similar to those of the game device 10 of the first embodiment.

[0066] In the third embodiment, the enemy characters include enemy characters that perform specific movements based on a reference point that is determined in advance in the virtual space. Examples of specific movements based on a reference point include a movement in which the enemy character quickly moves away from the player character for game effects, and a movement in which the enemy character moves around for game effects. For example, a movement in which the enemy character moves away from the player character and gathers power to perform a powerful move can be given.

[0067] In the third embodiment, when an enemy character performs a specific movement in a virtual space, the detection unit 102 detects the height distance L1 by using a reference point of the specific movement of the enemy character as the position of the enemy character. For example, the reference point of the specific movement of the enemy character is the starting position of the specific movement of the enemy character.

[0068] [Effects of the Third Embodiment] In the third embodiment, the same effects as those of the first embodiment can be obtained.

[0069] In the third embodiment, when an enemy character performs a specific movement in the virtual space, the detection unit 102 detects the height distance L1 by using the reference point of the enemy character's specific movement as the position of the enemy character. This control can prevent the volume of the music played in the game from changing more than necessary. This can reduce the sense of incongruity caused by the volume of the music changing more than necessary.

[0070] (Other embodiments) In the above description, the rate of change in the amount of correction of a song with respect to a change in height distance L1 in correction unit 103 (for example, the slope of the line shown in FIG. 3) may be the same as or different from the rate of change in the volume of a song with respect to a change in linear distance L0 in determination unit 101 (for example, the slope of the line shown in FIG. 2). For example, the rate of change in the amount of correction of a song with respect to a change in height distance L1 in correction unit 103 may be greater or smaller than the rate of change in the volume of a song with respect to a change in linear distance L0 in determination unit 101.

[0071] In the above description, the rate at which the correction amount of the music changes with respect to the change in the height distance L1 in the correction unit 103 may change depending on factors such as the type of player character, the type of weapon, the attack means, etc. For example, when the player character is "a character equipped with a weapon (e.g., a bow) capable of attacking distant enemy characters", the rate at which the correction amount of the music changes with respect to the change in the height distance L1 in the correction unit 103 may be smaller than when the player character is "a character equipped with a different weapon (e.g., a sword) that cannot attack distant enemy characters".

[0072] In the above description, the relationship between the height distance L1 and the amount of correction of a song in the correction unit 103 is expressed by a linear function, but is not limited to this. For example, the relationship between the height distance L1 and the amount of correction of a song in the correction unit 103 may be expressed by an n-th order function (n is an integer of 2 or more), or may be expressed by another function. The same can be said about the relationship between the straight-line distance L0 in the determination unit 101 and the volume of a song.

[0073] In the above description, the correction of the music volume by the correction unit 103 (correction according to the height distance L1) may be performed only when the position of the enemy character is higher than the position of the player character, or may be performed only when the position of the enemy character is lower than the position of the player character. Note that the correction of the music volume by the correction unit 103 may be performed regardless of whether the position of the enemy character or the position of the player character is higher.

[0074] In the above description, the amount of correction of the music by the correction unit 103 (the amount of correction according to the height distance L1) may be different between when the position of the enemy character is higher than the position of the player character and when the position of the enemy character is lower than the position of the player character. Note that the amount of correction of the music by the correction unit 103 may be the same between when the position of the enemy character is higher than the position of the player character and when the position of the enemy character is lower than the position of the player character.

[0075] In the above description, the threshold value Lth set for the height distance L1 may be a variable value. For example, the height distance L1 when the player character can attack the enemy character may change depending on factors such as the type of player character, the type of weapon, and the attack means. The threshold value Lth may change depending on such factors. Note that the threshold value Lth may be a fixed value.

[0076] Furthermore, in the above description, when an enemy character performs a specific movement in the virtual space, the determining unit 101 may detect the linear distance L0 by using a reference point of the specific movement of the enemy character as the position of the enemy character.

[0077] In the above description, the reference point of the specific movement of the enemy character is the starting position of the specific movement of the enemy character, but the reference point of the specific movement of the enemy character may be the ending position of the specific movement of the enemy character, or may be another position.

[0078] In the above description, the volume of the music is corrected according to the height distance L1 between the player character and the enemy character, but the present invention is not limited to this. For example, the correction unit 103 may correct the volume of the music according to the height distance between the player character and an ally character, or may correct the volume of the music according to the height distance between the player character and another object.

[0079] In the above description, the volume of the music is determined according to the linear distance L0 between the player character and the enemy character, but the present invention is not limited to this. For example, the determination unit 101 may determine the volume of the music according to the linear distance between the player character and an ally character, or may determine the volume of the music according to the linear distance between the player character and another object.

[0080] In the above description, music (BGM) is given as an example of sounds played in a game (specifically, sounds whose volume is determined by the determination unit 101 according to the linear distance L0 and sounds whose volume is corrected by the correction unit 103 according to the height distance L1), but the invention is not limited to this. For example, sounds played in a game may be the voice of an enemy character or sound effects.

[0081] In the above description, the virtual space is a three-dimensional space, but the present invention is not limited to this.

[0082] In the above description, the game program may be implemented as a game program for a so-called online game. In this case, the processing performed by the control unit 16 of the game device 10 may be performed by a control unit of a server device (not shown), or may be shared between the game device 10 and the control unit of the server device.

[0083] Even when these other embodiments are adopted, the effects of the present invention are exhibited. In addition, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. The above embodiments are essentially preferred examples, and are not intended to limit the scope of the present invention, its applications, or its uses. [Explanation of symbols]

[0084] 10 Gaming Devices 11 Network Interface 12 Graphics Processing Unit 13 Audio Processing Section 14 Control section 15 Storage section 16 Control section 21 Display 22 Speaker 23 Game Controller 100 Game Progression Section 101 Decision Section 102 Detection unit 103 Correction section 104 Regeneration Department

Claims

1. Computer, a game progression unit that progresses a game in which a player character and objects are placed in a virtual space; a detection unit that detects a distance in a height direction between the player character and the object in the virtual space; a correction unit that corrects a volume of a sound reproduced in the game in accordance with the distance in the height direction detected by the detection unit; The sounds played in the game include background music; the object includes a character that performs a specific movement based on a predetermined reference point in the virtual space; When the character performs the specific movement in the virtual space, the detection unit detects a distance in the height direction by setting a reference point of the specific movement of the character as a position of the character. A game program characterized by:

2. In claim 1, The computer, a determination unit that determines a volume of the sound according to a straight-line distance between the player character and the object in the virtual space; The correction unit corrects the volume of the sound determined by the determination unit in accordance with the distance in the height direction detected by the detection unit. A game program characterized by:

3. In claim 1 or 2, The correction unit corrects the volume of the sound such that the volume of the sound decreases as the distance in the height direction detected by the detection unit increases. A game program characterized by:

4. In any one of claims 1 to 3, The correction unit does not correct the volume of the sound when the distance in the height direction detected by the detection unit is equal to or smaller than a threshold. A game program characterized by:

5. In claim 4, the object includes an enemy character that fights against the player character in the virtual space; The threshold value is set to a distance in the height direction at which the player character can attack the enemy character. A game program characterized by:

6. A storage unit that stores the game program according to any one of claims 1 to 5; A control unit that executes the game program. A game device comprising:

Citation Information

Patent Citations

  • Spatial position presentation method and recording medium recorded with spatial position presentation program

    JP2000155589A

  • Game device, game program, and storage medium

    JP2008188308A

  • Speech synthesis device, speech synthesis method and program for speech synthesis

    JP2008299135A

  • Game program and game device

    JP2012055452A

  • Information processing program, information processor, information processing system, and information processing method

    JP2013102843A