Game system, program and game device
The game system enhances battle royale games by displaying directional sound information, addressing the limitations of volume-based sound localization to improve player strategy and engagement.
Patent Information
- Application Number
- JP2023205205
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-05
- Publication Date
- 2025-01-21
- Estimated Expiration
- 2039-03-25
AI Technical Summary
Existing battle royale games lack the ability to accurately indicate the direction of sound sources, relying solely on volume changes which are not sufficient for precise enemy localization, reducing the game's engagement and strategic depth.
A game system that utilizes a network-connected terminal device and server to display directional sound information based on sound generation position, volume, and player-listening position, with threshold-based direction indication for enhanced sound localization.
Enables players to more accurately determine the direction of sounds, improving game engagement and strategic gameplay by providing clear directional cues for sound sources.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a program, and a game device. [Background technology]
[0002] Conventionally, so-called battle royale games (also called "battroi games", "battle royal games" or "survival games") have been popular in which multiple players participate in a game where a predetermined competition area of the game space (game field) in which each character is placed shrinks and players fight until one player's character remains the last (or until the team to which the player's character belongs remains the last team) (Non-Patent Document 1). Also, conventionally, there have been game systems that display the location where sound is generated on a simple map (Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] Official Knives Out website [Searched on October 1, 2018] (https: / / www.knivesout.jp / ) [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2017-55935 Summary of the Invention [Problem to be solved by the invention]
[0005] In action games, including battle royale games as shown in Non-Patent Document 1 above, players often rely on sound information to attack and defend. For example, the closer the distance, the louder the sound of a gunshot or footsteps sounds, and the farther away the sound is, the quieter it sounds. Therefore, the volume of a sound is very important in judging the distance to an enemy. Furthermore, with the conventional technology shown in Patent Document 1 (see paragraph 0040 and Figure 4 of Patent Document 1), it is possible to visually recognize the location where a sound is generated and the volume of the sound, but there is room for improvement in terms of the direction of the sound, and there is a need for technology that adds a high level of interest to games.
[0006] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game system, program, and game device that make it easier to recognize the direction of sound generated within the game space, thereby increasing the interest of the game. [Means for solving the problem]
[0007] (1) In order to solve the above problems, the present invention provides A game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operation input by each player corresponding to each terminal device, a display control unit that displays given information on a display unit of the first terminal device; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the first terminal device; a sound reproduction unit that reproduces the sound data at the volume determined by the sound volume control unit in the first terminal device, The display control unit, When the volume is equal to or greater than a predetermined threshold, the direction of the sound generated at the sound generation position is indicated. The present invention relates to a game system that displays suggestive directional information.
[0008] The present invention also provides a method for producing a method for manufacturing a semiconductor device comprising the steps of: A program for a terminal device used in a game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operation input by each player corresponding to each terminal device, comprising: A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the player's device; causing a computer to function as an audio playback unit that plays back the audio data at the volume determined by the volume control unit; The display control unit, The present invention relates to a program for displaying directional information suggesting the direction of the sound generated at the sound generation position when the sound volume is equal to or greater than a predetermined threshold value.
[0009] The present invention also relates to a computer-readable information storage medium storing the above program, and to a server device having the above configuration.
[0010] The present invention also provides a method for producing a method for manufacturing a semiconductor device comprising the steps of: A game device for use in a game system in which a plurality of game devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operation input by each player corresponding to each game device, A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the player's device; an audio playback unit that plays back the audio data at the volume determined by the volume control unit; The display control unit, The present invention relates to a game device that displays directional information suggesting the direction of a sound generated at the sound generation position when the sound volume is equal to or greater than a predetermined threshold value.
[0011] "Audio data" refers to sound data such as sound effects and environmental sounds, and is also called sound effects.
[0012] According to the present invention, when the volume is equal to or greater than a predetermined threshold, direction information is displayed to indicate the direction of the sound generated at the sound generation position, so that the first player can easily recognize the direction of the sound generated in the game space, and the interest of the game can be increased. For example, when the first player hears a loud gunshot, the first player can know the direction from which the gunshot has come, and can take measures to have the character operated by the first player escape from the source of the gunshot.
[0013] (2) In addition, the game system according to the present invention includes: The display control unit, Information about the sound generated at the sound generation position may be displayed together with the direction information.
[0014] According to the present invention, since information about the sound generated at the sound generation position can also be recognized, it is possible to easily recognize in which direction and what kind of sound is generated.
[0015] (3) In addition, the game system according to the present invention includes: A parameter control unit that sets a threshold value in association with each of the plurality of voice data, The volume control unit, When the volume of the audio data of the audio generated at the audio generation position is equal to or greater than a threshold value associated with the audio data, the directional information of the audio generated at the audio generation position may be displayed.
[0016] According to the present invention, a threshold value is set corresponding to each of multiple audio data, and when the volume of the audio data of the audio generated at the audio generation position is equal to or greater than the threshold value set for that audio data, directional information of the audio generated at the audio generation position is displayed, so that the directional information of the audio can be displayed under appropriate volume conditions.
[0017] (4) Furthermore, the game system according to the present invention comprises: The storage unit, when a sound is generated due to a second character operated by a second player corresponding to a second terminal device, storing a relationship between the first character and the second character; The display control unit, When a sound is generated due to the second character, a determination may be made as to whether or not to display the directional information based on the relationship between the first character and the second character, and if it is determined that the directional information should be displayed, the directional information may be displayed.
[0018] According to the present invention, when a sound is generated due to a second character, for example, when the relationship between the first character and the second character is an ally, the direction information can be controlled to be displayed, and when the relationship between the first character and the second character is an enemy, the direction information can be controlled not to be displayed. For example, only when the second character is an ally, the direction information of the sound (for example, a distress signal) generated due to the second character can be displayed.
[0019] (5) Furthermore, the game system according to the present invention comprises: The storage unit is Attributes are associated with each of the multiple voice data and stored; The display control unit, The display manner regarding the directional information may be changed depending on at least one of the attributes of the audio data of the audio generated at the audio generation position, the distance between the audio generation position in the game space and the listening position, and the volume of the audio data.
[0020] "Attributes" include not only the type of sound (for example, types of sound effects such as "footsteps," "bombing sounds," and "reloading sounds"), but also the frequency of the sound and information indicating the relationships between multiple characters.
[0021] According to the present invention, the display manner of directional information is changed depending on at least one of the attributes of the audio data of the audio generated at the audio generation position, the distance between the audio generation position and the listening position in the game space, and the volume of the audio data, making it easier to visually recognize the attributes, distance, and volume of the audio data.
[0022] (6) Furthermore, the game system according to the present invention comprises: The display control unit, When multiple sounds are generated within any of the multiple ranges, collective direction information that combines the direction information of the multiple sounds may be displayed instead of the direction information of each of the multiple sounds.
[0023] According to the present invention, when a plurality of voices are generated, collective directional information is displayed in place of the directional information for each of the plurality of voices, thereby making it possible to avoid a cumbersome display.
[0024] (7) Furthermore, the game system according to the present invention comprises: The game device may further include a parameter control unit that changes a threshold value associated with the sound data in accordance with the game situation.
[0025] According to the present invention, the threshold value is changed according to the game situation, so that directional information can be displayed appropriately, and situations that are too advantageous or too disadvantageous to the player can be prevented, thereby maintaining game balance.
[0026] (8) Furthermore, the game system according to the present invention comprises: The game device may further include a parameter control unit that sets a different threshold value associated with the sound data when a given character is located within a specified area in the game space and when the character is located outside the specified area.
[0027] According to the present invention, the threshold value associated with the audio data is made different when the character is located within a specified area (e.g., within a penalty area) from when the character is located outside the specified area. Therefore, for example, when the character is located within a specified area, the threshold value can be raised to impose a penalty that makes it difficult to display the direction.
[0028] For example, for "footstep" sound data, a situation can be created in which directional information is not displayed when the character is within a designated area, but directional information is displayed when the character is outside the designated area. This allows the player to play the game so that the character being controlled does not belong to the designated area, making the game more interesting.
[0029] (9) Furthermore, the game system according to the present invention comprises: The game may further include a parameter control unit that changes a threshold value associated with the audio data so as to put the player at a disadvantage in the game progress when the first character is located within a specified area within the game space.
[0030] According to the present invention, when a first character operated by a first player is located within a specified area, for example, a threshold value associated with the sound data can be increased, making it difficult to recognize directional information of the generated sound.
[0031] (10) Furthermore, the game system according to the present invention comprises: The game may further include a parameter control unit that changes a threshold value associated with the audio data so that the first player is favored in game progress when an enemy character is located within a specified area in the game space.
[0032] According to the present invention, when an enemy character is located within a predetermined area, a threshold value associated with sound data (for example, sound data of a sound generated due to an enemy character) is lowered. In this way, it is possible for the first player to easily recognize directional information of the generated sound. [Brief description of the drawings]
[0033] [Figure 1] FIG. 1 is a diagram showing an example of a system configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a diagram showing functional blocks of a server device according to an embodiment. [Diagram 3] FIG. 2 is a diagram showing functional blocks of a terminal device according to an embodiment. [Figure 4] 5A and 5B are diagrams for explaining voice data, attributes, and thresholds according to an embodiment. [Diagram 5] FIG. 4 is a diagram for explaining information regarding voice generation according to an embodiment; [Figure 6] FIG. 4 is a diagram showing an example of the distance between a sound generation position and a listening position according to an embodiment. [Figure 7] FIG. 11 is a diagram illustrating an example of a relationship between volume and distance according to an embodiment. [Figure 8] FIG. 4 is a diagram illustrating an example of attributes associated with volume change conditions according to an embodiment. [Figure 9] 13 illustrates an example of an attribute selection screen according to an embodiment. [Figure 10] 10 is a flowchart showing a flow of a process of volume control when a voice is generated according to an embodiment. [Figure 11] 13 is an example of a game screen displayed on a terminal device 20A according to an embodiment. [Figure 12] FIG. 4 is a diagram for explaining direction information according to an embodiment; [Figure 13]13 shows an example of a game screen displayed on a terminal device 20A according to an embodiment. [Figure 14] 13 shows an example of a game screen displayed on a terminal device 20A according to an embodiment. [Figure 15] 13 shows an example of a game screen displayed on a terminal device 20A according to an embodiment. [Figure 16] 13 shows an example of a game screen displayed on a terminal device 20A according to an embodiment. [Figure 17] 10 is a flowchart showing an example of a process flow of direction display of the terminal device 20A according to an embodiment. [Figure 18] FIG. 4 is a diagram for explaining direction information according to an embodiment; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0034] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.
[0035] [1] Game system First, the outline and general configuration of a game system 1 according to the present embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to the present embodiment.
[0036] As shown in FIG. 1, the game system 1 of the present embodiment is configured such that a server device 10 that provides a game service and terminal devices 20 (for example, terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).
[0037] By accessing the server device 10 from the terminal device 20, the user can play a game transmitted from the server device 10 via the Internet. Furthermore, by accessing the server device 10 from the terminal device 20, the user can communicate with other users.
[0038] The server device 10 is an information processing device capable of providing a service that allows a user to play a game using a terminal device 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.
[0039] In addition, when the server device 10 functions as an SNS server, for example, It is now possible to provide games called social games that are executed using the NS operating environment (API (Application Programming Interface), platform, etc.).
[0040] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).
[0041] Social games, unlike existing online games, do not require dedicated client software and include games that can be used with only a web browser and an SNS account. The server device 10 is configured to provide an online game that can be connected to other users' terminals (smartphones, personal computers, game consoles, etc.) via a network and share the same game progress online at the same time.
[0042] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).
[0043] Furthermore, information such as billing information, game information, etc. stored in the memory area of the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), and when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).
[0044] Specifically, the server device 10 of this embodiment receives input information based on the operation of the user of the terminal device 20 (i.e., the player who executes the game), and performs game processing based on the received input information. The server device 10 then transmits 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 so that the user can view them.
[0045] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0046] The terminal device 20 also includes a Web browser capable of browsing Web pages (data in HTML format). That is, the terminal device 20 includes a communication control function for communicating with the server device 10, a Web browser function for performing display control using data received from the server device 10 (Web data, data created in HTML format, etc.), and for transmitting user operation data to the server device 10, and executes various processes for providing a game screen to the user, allowing the user to play the game. However, the terminal device 20 may also acquire game control information provided by the server device 10, execute a predetermined game process, and play a game based on the game process.
[0047] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 causes the server device 10 functioning as the SNS server to perform a predetermined process by using an API as necessary, or causes the server device 10 functioning as the SNS server to execute a predetermined process. The player information storage unit 146 acquires the player information and executes the game.
[0048] [2] Server equipment Next, the server device 10 of the present embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of the present embodiment. The server device 10 of the present embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.
[0049] The server device 10 includes an input unit 150 for use in administrator and other input, a display unit 190 for performing specified displays, an information storage medium 180 in which specified information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for executing processes mainly related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.
[0050] The input unit 150 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 150 in this embodiment is configured with a mouse, a keyboard, and the like.
[0051] The display unit 190 displays an operation screen for a system administrator. For example, the display unit 190 in this embodiment is configured with a liquid crystal display or the like.
[0052] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0053] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.
[0054] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by a RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.
[0055] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information about the game is stored, a player information memory unit 146 in which player information indicating information about each player is stored, and an audio data memory unit 147.
[0056] In particular, the game data storage unit 144 stores information about the game space (game field) in which the game is played, information about each character, information about the virtual camera, and other setting values used in the game.
[0057] In addition, the player information storage unit 146 stores the following information for each player: (1) The player’s nickname, player ID, and, if the player belongs to a team, the name of the team and its ID (hereinafter referred to as “affiliation information”), (2) Information regarding individual and team performance, such as current points, rewards earned, or game time (hereinafter also referred to as "Performance Information"); (3) Information regarding the characteristics and attributes of the player character and the types of items (including the abilities of the items) possessed by the player character (4) Information regarding the results of a match, such as the number of wins and losses against other player characters or other teams, in a match game against other player characters or other teams (hereinafter, also referred to as "match results information"). , (5) location information indicating the location of each player or team on the game field; (6) Information on whether or not a player has been defeated (whether or not the game is over) (hereinafter, also referred to as "defeat information"), and (7) Information regarding billing, such as billing history and billing amounts; is stored.
[0058] The performance information, battle record information, and defeat information included in the player information are updated at predetermined times. For example, the predetermined times include every given period (e.g., every 5 minutes), when the player logs out, at a specified time in the game (e.g., 8:00 a.m.), when a specified event occurs (when any individual or team match ends), etc.
[0059] A plurality of pieces of voice data are stored in the voice data storage unit 147. Details will be described later.
[0060] The processing unit 100 performs various processes using a main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0061] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processes of each unit).
[0062] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes for providing various services in response to requests from the terminal device 20.
[0063] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a timer management unit 107, and an information providing unit .
[0064] The communication control unit 101 performs processing for transmitting and receiving data to and from the terminal device 20 via the network. That is, the server device 10 performs various processing based on information received from the terminal device 20 and the like by the communication control unit 101. In particular, the communication control unit 101 of this embodiment performs processing for transmitting information related to a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of the player.
[0065] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser installed in the terminal device 20, and a process of receiving data transmitted by the Web browser of the terminal device 20, through a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0066] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. In addition, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.
[0067] The game management unit 103 works in conjunction with the terminal device 20 and executes various game processes relating to the battle royale for each player based on the player's operations input via the terminal device 20.
[0068] The game management unit 103 manages various information related to the game and various information related to the virtual camera (for example, information related to the virtual camera), and transmits the various information related to the game to each terminal device 20.
[0069] For example, the game management unit 103 executes various processes for imposing given constraints on each player's character depending on the playing area existing in the game field (that is, the game space) in which the game is executed.
[0070] The game management unit 103 executes control over preset characters such as NPCs.
[0071] The timer management unit 107 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 107 works in conjunction with the game management unit 103 and outputs the current time and a preset time to each unit. The timer management unit 107 is also used to synchronize with each terminal device.
[0072] The information providing unit 108 generates various types of game information for causing the terminal device 20 to process the game, and provides the information to the corresponding terminal device 20 .
[0073] [3] Terminal device Next, the terminal device (game device) 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device in this embodiment. Also, the terminal device 20 of this embodiment may have a configuration in which some of the components (parts) in Fig. 3 are omitted.
[0074] The input unit 260 is for the player to input operation data, and the function can be realized by a touch panel or a touch panel display, etc. That is, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional pointed position coordinates (x, y) on a screen on which 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).
[0075] The touch operation on the display screen (hereinafter, unless otherwise specified, referred to as a "touch panel") may be performed using a fingertip or an input device such as a touch pen.
[0076] Furthermore, the input unit 260 may include a button, a lever, a keyboard, a steering wheel, a microphone, an acceleration sensor, or the like that can input operation information (operation signal) other than the indicated position.
[0077] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by a RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main storage unit 271 used as a work area, an image buffer 272 in which the final display image and the like are stored, a player information storage unit 273 showing information about the player, a game data storage unit 274 in which various data necessary for executing the game, such as table data, and an audio data storage unit 275. Note that some of these may be omitted, or the storage unit 140 of the server device 10 may form part of them.
[0078] Information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0079] Moreover, the information storage medium 280 can store a program for making a computer function as each unit of the present embodiment (a program for making a computer execute the processing of each unit). The processing unit 200 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 280, as described later.
[0080] The display unit 290 outputs an image generated by this embodiment, and the function thereof can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), or the like.
[0081] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, as the touch panel, for example, a resistive film type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, an infrared scanning type, or the like can be used.
[0082] The sound output unit 292 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.
[0083] The communication unit 296 performs various controls for communicating with the outside (for example, a host device or other terminal device), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0084] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 140 of the server device 10, and store the received programs and data in the information storage medium 280 or the storage unit 270. The case where the terminal device 20 functions by receiving the programs and data in this manner is also included within the scope of the present invention.
[0085] 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 from the input unit 260, programs, and the like.
[0086] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is satisfied, processing for progressing the game, processing for placing objects such as a player object and an enemy object, processing for displaying objects, processing for calculating a game result, and processing for ending a game when a game end condition is satisfied.
[0087] 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.
[0088] In particular, the processing unit 200 of this embodiment includes an object space setting unit 210, a display control unit 211, an input reception processing unit 212, a game control unit 213, a game calculation unit 215, a virtual camera control unit 217, a game management unit 218, a sound processing unit 220, and an image generation unit 230. Also, some of these may be omitted.
[0089] The object space setting unit 210 performs processing to place and set various objects (objects composed of primitive surfaces such as sprites, billboards, polygons, free-form surfaces or subdivision surfaces) representing display objects such as objects (player objects, moving objects, enemy objects), movement paths, buildings, trees, pillars, walls, maps (terrain), etc. in object space.
[0090] Specifically, the object space setting unit 210 determines the position and rotation angle (synonymous with orientation and 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).
[0091] Here, the object space includes both so-called virtual two-dimensional space and virtual three-dimensional space. The two-dimensional space is a space in which an object is arranged, for example, in two-dimensional coordinates (X, Y), and the three-dimensional space is a space in which an object is arranged, for example, in three-dimensional coordinates (X, Y, Z).
[0092] When the object space is a two-dimensional space, the objects are arranged based on the priority order set for each of the multiple objects. For example, the objects (sprites) that you want to appear to be in the back are arranged in order, and then objects that you want to appear to be in the foreground are arranged on top of each other.
[0093] Furthermore, by arranging an object with a large drawing size at the bottom of the image and an object with a small drawing size at the top of the image, the object space corresponding to the top of the screen can be made to appear to be at the back, and the object space corresponding to the bottom of the screen can be made to appear to be at the front.
[0094] When the object space is a three-dimensional space, the object is placed in the world coordinate system.
[0095] The display control unit 211 controls the display of given information on the display unit 290. For example, when the volume of the sound generated at the sound generation position is equal to or greater than a predetermined threshold, the display control unit 211 displays direction information suggesting the direction of the sound generated at the sound generation position. Details will be described later. Note that the display control unit 211 may display information required during the game on the display unit 290 based on information transmitted from the server device 10.
[0096] The input reception processing unit 212 receives input instructions from the player inputted via the input unit 260, and outputs the received input instructions to the game control unit 213. For example, the input reception processing unit 212 receives movement instructions and action instructions for a character operated by the player.
[0097] The game control unit 213 executes game processing based on the command accepted by the input acceptance processing unit 212 .
[0098] For example, the game control unit 213 executes control over the character to be operated (i.e., the player character), or control over enemy characters and other associated characters, based on various information about the game (game information) transmitted from the server device 10 and commands (i.e., input instructions) received by the input reception processing unit 212.
[0099] Furthermore, the game control unit 213 of this embodiment may set an attribute that is to be the target of a volume change corresponding to a volume change condition.
[0100] The game control unit 213 also includes a movement control unit 214. For example, the movement control unit 214 performs movement calculations for moving objects (particularly, each character) in the object space. For example, the movement control unit 214 moves the character operated by the player based on the operation input of the player. The movement control unit 214 also receives movement information of the character operated by the other player from the terminal device 20 of the other player via the server device 10, and performs movement control of the other character based on the movement information. The movement control unit 214 of this embodiment also receives movement information of a non-player character from the server device 10, and performs movement control of the non-player character based on the movement information.
[0101] In addition, the game control unit 213 performs processing to move a moving object within the object space or to control the behavior (motion, animation) of the moving object based on game information transmitted from the server device 10 and input data or a program (movement algorithm) and various data (motion data) input by the player via the input unit 260.
[0102] Specifically, the game control unit 213 of this embodiment performs simulation processing to sequentially obtain object movement information (movement direction, movement amount, movement speed, position, rotation angle, or acceleration) and operation information (position or rotation angle of each part object) for each frame. Here, a frame is a unit of time for performing object movement processing, operation processing (simulation processing), and image generation processing. In this embodiment, the frame rate may be fixed or may be variable depending on the processing load.
[0103] Furthermore, the game control unit 213 may be executed in conjunction with the server device 10, or a part or the whole of the game control unit 213 may be formed in the server device 10.
[0104] The game calculation unit 215 performs various game calculation processes. In particular, the game calculation unit 215 performs calculation processes necessary for executing a game, such as forming a predetermined object space of a shooting game, forming an object space based on a map, progressing the game based on a scenario set in advance according to a user's operation, fighting between a player character and an enemy character (another character), and managing parameters during the fighting.
[0105] The game calculation unit 215 is executed in conjunction with the server device 10, but a part or the whole of it may be formed in the server device 10.
[0106] The game calculation unit 215 includes a parameter control unit 216. The parameter control unit 216 controls the variation of game-related parameters (such as vitality value, recovery value, and attack value). In particular, the parameter control unit 216 of this embodiment performs a process of setting a threshold value in association with each of a plurality of voice data, and a process of changing the threshold value.
[0107] Furthermore, the parameter control unit 216 may be executed in conjunction with the server device 10, or a part or the whole of the parameter control unit 216 may be formed in the server device 10.
[0108] The virtual camera control unit 217 controls the virtual camera to generate an image of the game space seen from a given viewpoint. In this case, the virtual camera control unit 217 performs control processing of the virtual camera (viewpoint) to generate an image seen from a given (arbitrary) viewpoint in the object space. Specifically, the position (X, Y, Z) or rotation angle (around the X, Y, Z axes) of the virtual camera is controlled. The camera performs processing to control the rotation angle of the camera (processing to control the viewpoint position and line of sight).
[0109] For example, when using a virtual camera to photograph an object (e.g., a character, a ball, or 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 position or rotation of the object.
[0110] In this case, the virtual camera can be controlled based on information such as the position, rotation angle, or speed of the object obtained by the game control unit 213. Alternatively, the virtual camera may be controlled to rotate at a predetermined rotation angle or move along a predetermined movement path. In this case, the virtual camera is controlled based on virtual camera data for specifying the position (movement path) or rotation angle of the virtual camera.
[0111] A virtual camera may be set as the viewpoint of the player character. If there are a plurality of virtual cameras (viewpoints), the above control process is performed for each virtual camera.
[0112] In particular, the virtual camera control unit 217 of this embodiment places a virtual camera within the game space.
[0113] Moreover, the virtual camera control unit 217 may be executed in conjunction with the server device 10, or a part or the whole of the virtual camera control unit 217 may be formed in the server device 10.
[0114] The game management unit 218 works in conjunction with the server device 10, and based on the player's operations input via the input unit 260, sets player characters and various items to be used in games such as competitive games for each player, and registers them in the player information storage unit 273.
[0115] The sound processing unit 220 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 .
[0116] The sound processing unit 220 includes a volume control unit 221 , a sound reproduction unit 222 , and a sound generation detection unit 223 .
[0117] The volume control unit 221 determines the volume at which the sound data of the sound is reproduced based on the position where the sound is generated in the game space and the listening position in the game space associated with the character. The volume control unit 221 also changes the volume of the sound data for each attribute. Details will be described later.
[0118] The audio playback unit 222 plays back the audio data stored in the audio data storage unit 275. In particular, the audio playback unit 222 of this embodiment plays back the audio data at a volume determined by the volume control unit 221 in the terminal device 20. Details will be described later.
[0119] The sound generation detection unit 223 detects sounds generated within the game space, as will be described in detail later.
[0120] The image generation unit 230 performs drawing processing based on various information regarding image generation transmitted from the server device 10 and the results of various processing (game processing) performed by the processing unit 200, thereby generating an image and outputting it to the display unit (display) 290.
[0121] In particular, the image generated by the image generating unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. An image is generated that is seen from a virtual camera and is displayed on a screen.
[0122] Here, when generating a two-dimensional image, the image generating unit 230 draws objects in order from the object with the lowest set priority, and when objects overlap, it overwrites and draws the object with the highest priority.
[0123] Furthermore, when generating a three-dimensional image, the image generating unit 230 of this embodiment first receives object data (model data) including vertex data (position coordinates of vertices, texture coordinates, color data, normal vectors, alpha values, etc.) of each vertex of an object (model), and performs vertex processing based on the vertex data included in the input object data. Note that when performing vertex processing, vertex generation processing (tessellation, surface division, polygon division) for redividing polygons may be performed as necessary.
[0124] Vertex processing involves geometry processing such as vertex movement processing, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, and light source processing, and based on the results of these processing, the vertex data given for the vertices that make up the object is changed (updated, adjusted). Rasterization (scan conversion) is then performed based on the vertex data after vertex processing, and the faces of 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).
[0125] In pixel processing, various processes such as reading textures (texture mapping), setting / changing color data, semi-transparent compositing, 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 perspectively transformed object is output (drawn) to the image buffer 272 (frame buffer, buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target). In other words, in pixel processing, per-pixel processing is performed to set or change image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis.
[0126] This generates an image seen from a virtual camera (given viewpoint) set in the object space. If there are multiple virtual cameras (viewpoints), the image can be generated so that the images seen from each virtual camera can be displayed as split images on one screen.
[0127] The vertex processing and pixel processing performed by the image generation unit 230 may be realized by hardware that makes polygon (primitive) rendering processing programmable using a shader program written in a shading language, that is, a so-called programmable shader (vertex shader or pixel shader). With a programmable shader, vertex-unit and pixel-unit processing are programmable, which allows for a high degree of freedom in rendering processing content and can greatly improve expressiveness compared to fixed rendering processing by hardware.
[0128] When drawing an object, the image generation unit 230 performs geometry processing, texture mapping, hidden surface removal, alpha blending, and the like.
[0129] Alpha blending (alpha compositing) refers to semi-transparent compositing processing (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value).
[0130] The alpha value is information that can be stored in association with each pixel (texel, dot), and is information in addition to color information. The alpha value can be used as mask information, semi-transparency (equivalent to transparency and opacity), bump information, etc.
[0131] In geometry processing, the object is subjected to processes such as coordinate transformation, clipping, perspective projection transformation, light source calculation, etc. Then, the object data (position coordinates of the object's vertices, texture coordinates, color data (brightness data), normal vectors, α values, etc.) after the geometry processing (after perspective projection transformation) is stored in the storage unit 270.
[0132] Texture mapping involves mapping texture (texel values) stored in the texture storage section of storage unit 270 onto an object. Specifically, texture (surface properties such as color (RGB), alpha value, etc.) is read from the texture storage section of storage unit 270 using texture coordinates and the like set (assigned) to the vertices of the object, and the texture, which is a two-dimensional image, is mapped onto the object. In this case, processing is performed to associate pixels with texels, and bilinear interpolation is performed to interpolate the texels.
[0133] In this embodiment, when an object is drawn, a process of mapping a given texture may be performed. In this case, the color distribution (texel pattern) of the mapped texture can be dynamically changed.
[0134] In this case, textures with different color distributions (pixel patterns) may be dynamically generated, or textures with different color distributions may be prepared in advance and the texture to be used may be dynamically switched. Also, the color distribution of the texture may be changed on an object-by-object basis.
[0135] In hidden surface removal, hidden surface removal is performed using the Z buffer method (depth comparison method, Z test) that uses a Z buffer (depth buffer) in which the Z value (depth information) of the rendering pixel is stored. In other words, when rendering a rendering pixel corresponding to an object's primitive, the Z value stored in the Z buffer is referenced, and the Z value of the referenced Z buffer is compared with the Z value of the rendering pixel of the primitive. If the Z value of the rendering pixel is a Z value that is closer to the virtual camera (e.g. a small Z value), rendering processing of that rendering pixel is performed and the Z value of the Z buffer is updated to a new Z value.
[0136] In alpha blending (alpha synthesis), the image generation unit 230 performs semi-transparent synthesis processing (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on the alpha value (A value). The alpha value is information that can be stored in association with each pixel (texel, dot), and is additional information other than color information, for example. The alpha value can be used as mask information, semi-transparency (equivalent to transparency and opacity), bump information, etc.
[0137] [4] Overview The game system of this embodiment is a so-called battle royale game (also called a "battroi game", "battle royal game", or "survival game") system in which multiple people participate in a game in which each character (for example, 100 characters) is placed in a game space, and the player's characters fight until they are the last one (or the last team). If the player survives to be the last one (or the last team), he or she wins.
[0138] The server device 10 constituting the game system 1 of this embodiment works in conjunction with the terminal devices 20 operated by each player, and is configured to form, for example, one game space (i.e., a game field in a virtual three-dimensional space) and to execute a competitive game such as a shooting game or an action game within the game field using characters controlled by each player.
[0139] The server device 10 executes a game in which a plurality of characters move within the game space. The game server 10 also has a configuration for providing information relating to the game to the terminal device 20.
[0140] The terminal device (game device) 20 of this embodiment determines the volume at which to play back the sound data of the sound based on the position at which the sound was generated in the game space and the listening position in the game space associated with the character operated by the player corresponding to the terminal device. The terminal device 20 then plays back the sound data at the determined volume. For example, when footsteps of an enemy character C2 (character C2 operated by player P2) are generated in the terminal device 20A of the player P1 who operates the character C1, the volume of the footsteps is determined, and the sound data of the footsteps of the character C2 is played back at the determined volume and output from the sound output unit 292 of the terminal device 20.
[0141] In particular, in the audio data storage unit 275 of the storage unit 270 of the terminal device 20 of this embodiment, a plurality of audio data are stored in association with an attribute (for example, a type of sound effect such as "footsteps," "bombing sound," "reload sound," etc.), and the volume of the audio data of some attributes is controlled to be changed. Therefore, according to this embodiment, it is possible to increase the volume of only the footsteps of a character C2 who is far away, for example, and the player P1 can play the game relying on the footsteps of an enemy that are beneficial in terms of game strategy. In this way, according to this embodiment, a highly entertaining game can be realized by controlling the volume change of the audio data of some attributes. Note that in this embodiment, the attributes may change during the game.
[0142] Furthermore, the game of this embodiment may have a time limit per game (for example, 30 minutes).
[0143] Furthermore, the terminal device 20 of this embodiment withdraws from the competitive game when the vitality value (also called HP value or life value) of the player character (character operated by the player) becomes zero.
[0144] In the following description, for convenience of explanation, a processing example will be described in which the character C1 operated by the player P1 participates in a battle game in the terminal device 20A of the player P1. That is, a processing example of the sound output by the sound output unit 292 of the terminal device 20A will be described. In addition, the battle game of this embodiment is composed of a plurality of groups. For example, there are at least a group G1 composed of characters C1, C3, C5, and C7, and a group G2 composed of characters C2, C4, C6, and C8, and the winner is determined by the group. The characters C1 and C2 are in an enemy relationship, and the characters C1 and C3 are in an ally relationship (friend relationship).
[0145] The game system 1 of this embodiment controls each of the multiple characters based on the operation input of each player corresponding to each terminal device. That is, the multiple characters are operated by multiple different terminal devices 20. For example, character C1 is controlled based on the operation input of player P1 corresponding to terminal device 20A, character C2 is controlled based on the operation input of player P2 corresponding to terminal device 20B, and character C3 is controlled based on the operation input of player P3 corresponding to terminal device 20C. Note that in this embodiment, some of the characters appearing in the game may be computer-controlled according to game processing such as a program. That is, some of the characters may be NPCs (non-player characters) that are not operated by players.
[0146] [5] Description of voice data and attributes; The voice data storage unit 275 of the terminal device 20A of this embodiment stores a plurality of voice data and attributes associated with each of the plurality of voice data.
[0147] The information (multiple pieces of voice data, attributes, etc.) stored in the voice data storage unit 275 of the terminal device 20A may be stored (shared) in synchronization with the information stored in the voice data storage unit 147 of the server device 10.
[0148] 4 shows an example of a plurality of pieces of audio data, attributes (main attribute, sub attribute, frequency range), and thresholds stored in the audio data storage unit 275. For example, the terminal device 20 associates audio data (e.g., file name of MP3 data), attributes (main attribute, sub attribute, frequency range), and thresholds with an audio ID (audio identification information), and stores them in association with each other.
[0149] The main attribute indicates the type of sound, and the sub-attribute is a subordinate concept of the main attribute. The frequency range is the range of the sound frequency. The threshold is used as a value for determining whether or not to display the direction of the sound generation position.
[0150] [6] Detecting voice occurrence In this embodiment, the voice generation detection unit 223 of the terminal device 20A of the player P1 detects the generation of a voice in the game space. Specifically, as shown in Fig. 5, the voice generation detection unit 223 of the terminal device 20A of the player P1 detects the generation position of the voice in the game space and the causing character that causes the generation of the voice in association with the generation timing of the voice (the elapsed time from the start of the game) and the generated voice ID.
[0151] In addition, when a sound is generated due to another character, the sound generation detection unit 223 of the terminal device 20A of the player P1 may determine the relationship between the character and the other character and store it in the memory unit (sound data memory unit) as one of the attributes.
[0152] 5, when the sound generation detection unit 223 of the terminal device 20A of the player P1 detects that a footstep sound (sound whose main attribute is "footsteps") with sound ID=1 is generated by the motion control of the character C2 operated by the player P2, the sound generation detection unit 223 detects the coordinates (X1, Y1, X1) in the game space of the footstep sound generation position PS2 and the causing character C2 of the sound generation, and stores them in the sound data storage unit 275. In addition, since the relationship between the causing character C2 and the character C1 is an enemy relationship, the information of "enemy relationship" is stored in the sound data storage unit 275 as relationship information.
[0153] Also, for example, when the terminal device 20A of the player P1 receives operation information of the player P2 from the terminal device 20B of the player P2, attack action control is performed to fire the rifle A equipped to the character C2 operated by the player P2 based on the operation information of the player P2. In such a case, when the sound generation detection unit 223 of the terminal device 20A of the player P1 detects the occurrence of a "gunshot sound" with sound ID=4, it detects the coordinates (X2, Y2, X2) of the occurrence position A2 of the gunshot sound and the causing character C2 of the sound generation, and stores them in the sound data storage unit 275. Also, since the relationship between the causing character C2 and the character C1 is an enemy relationship, information of the "enemy relationship" is stored in the sound data storage unit 275 as relationship information.
[0154] Also, for example, when the terminal device 20A of the player P1 receives operation information of the player P3 from the terminal device 20C of the player P3, the character C3 operated by the player P3 generates a distress signal based on the operation control of the player P3. Then, when the voice generation detection unit 223 of the terminal device 20A of the player P1 detects the generation of a "distress signal" with a voice ID=12, it detects the generation position (X3, Y3, X3) of the distress signal and the character C3 that caused the sound generation, and stores them in the voice data storage unit 275. Also, since the relationship between the causing character C3 and the character C1 is an ally relationship, the information of the "ally relationship" is stored in the voice data storage unit 275 as relationship information.
[0155] [7] How to determine the default volume The volume control unit 221 of the terminal device 20A of the player P1 determines the default volume as follows. Based on the generation position of the sound generated in the game space and the listening position in the game space associated with the character C1 operated by the player P1, the volume at which the sound data of the sound is played is determined. Note that the default volume means the standard volume or the initial volume.
[0156] Here, when generating an image of the character C1 seen from a virtual camera in a first-person perspective, the position of the character C1 is defined as the "listening position." When generating an image of the character C1 seen from a virtual camera in a third-person perspective, the position (viewpoint) of the virtual camera that captures the character C1 is defined as the "listening position."
[0157] 6, the volume control unit 221 of the terminal device 20A determines the volume when reproducing the audio data of the footsteps of audio ID=1 based on the distance D1 between the listening position L1 and the position PS2 of the sound of the footsteps of the character C2, with the position of the virtual camera CA in the game space viewed from the third person perspective of the character C1, as the listening position L1. Also, the volume control unit 221 of the terminal device 20A determines the volume when reproducing the audio data of the gunshot sound of audio ID=4 based on the distance F1 between the listening position L1 and the position A2 of the sound of the gunshot sound of the rifle A fired by the character C2.
[0158] In this embodiment, a given arithmetic expression (given function) is used to calculate the volume from the distance between the sound generation position and the listening position. The arithmetic expression may be prepared for each attribute. The volume control unit 221 reproduces the sound at the same volume as the volume at the sound generation position when the distance between the sound generation position and the listening position is closer, and attenuates the volume so that the volume is smaller than the volume at the sound generation position when the distance is farther. For example, the volume may be attenuated inversely proportional to the square of the distance.
[0159] If there is an obstacle (block) between the sound generation position (sound source) and the listening position, the volume may be corrected by calculating the size of the obstacle or a detour. If there is a difference in elevation between the sound generation position and the listening position, the volume may be corrected based on the difference in elevation.
[0160] For example, Fig. 7 shows an example of the relationship between volume and distance (the distance between the sound generation position and the listening position) for the attribute of footsteps. For example, as shown in Fig. 7, when the distance between the sound generation position PS2 and the listening position L1 is D1, the volume is determined to be E1.
[0161] [8] A method to change the volume of audio data with certain attributes The volume control unit 221 of the terminal device 20A of the player P1 may change the volume of the audio data associated with some of the attributes among the multiple attributes. In other words, the volume control unit 221 controls the volume of the audio data associated with some of the attributes to be larger than the default value or smaller than the default value.
[0162] For example, the volume control unit 221 may change the volume of the sound data associated with the attribute of "footsteps" among a plurality of attributes (main attributes). In this way, the player can hear at least footsteps regardless of distance, and can advance the game advantageously.
[0163] [8.1] Volume change conditions When a volume change condition is satisfied, the volume control unit 221 of the terminal device 20A of the player P1 may change the volume of the audio data associated with some of the multiple attributes.
[0164] The "volume change condition" is a given condition for changing the volume, and is a condition related to the state of the player character. For example, the volume change condition is a condition that the character operated by the player corresponding to the player's device (for example, in the case of the terminal device 20A, the character C1 operated by the player P1) uses (equips) a predetermined item, that the parameter (stamina value) is equal to or less than a predetermined value, that the number of characters defeated (also called the number of kills) is equal to or more than a predetermined number, that the number of surviving characters is equal to or less than a predetermined number (for example, 10 people), and the like.
[0165] As shown in FIG. 8, the game control unit 213 sets an attribute of a volume change target corresponding to a volume change condition. For example, the terminal device 20A of the player P1 sets "equipping headphones A" of condition ID=1 as a volume change condition, and associates the volume change condition of the condition ID=1 with the attribute of "footsteps". In other words, when the character C1 operated by the player P1 equips headphones A, it is determined that the volume change condition is satisfied. Then, when the volume change condition of condition ID=1 is satisfied, the game control unit 213 controls so as to increase the volume when reproducing the sound data associated with the attribute "footsteps" corresponding to the volume change condition (condition ID=1). Note that the volume may be changed relatively such that the volume of the sound data associated with "footsteps" is left as is and other volumes are reduced.
[0166] In this way, the player P1 will play the game with the objective of obtaining headphones A so that the controlled character C1 can be equipped with the headphones A, which can increase the entertainment value of the game.
[0167] Furthermore, the game control unit 213 may set multiple attributes of volume change targets corresponding to the volume change conditions, as shown in Fig. 8. For example, when the volume change condition of "equipping headphones B" (condition ID = 2) is satisfied, the volume control unit 221 controls to increase the volume when playing back the sound data associated with the "gunshot sound" and "reload sound" corresponding to the volume change condition.
[0168] Volume change also includes control to reduce the volume. For example, when the volume change condition of "equipping headphones C" with condition ID=3 is satisfied, the volume of the sound data associated with the "bombing sound" corresponding to that volume change condition is controlled to be reduced. This is because the quieter the bombing sound is, the more other sounds can be heard, which is advantageous for the player. Note that the change may be relative, leaving the volume of the sound data associated with the "bombing sound" as it is and increasing the volume of the other sound data.
[0169] For example, the game control unit 213 may set the attributes for which volume change is to be performed corresponding to a given volume change condition to "bombing sound" and "footsteps." When the volume change condition is satisfied, the volume control unit 221 controls the volume to be lowered when playing back sound data associated with the "bombing sound" corresponding to the volume change condition, and controls the volume to be higher when playing back sound data associated with the "footsteps" corresponding to the volume change condition. In this way, in this embodiment, the volume of the sound data associated with the attributes is adjusted to be advantageous to the player.
[0170] In this embodiment, the amplification range and amplification rate of the volume to be changed may be set. Here, the "amplification range" is a range (three-dimensional range) set with the position of the character to be operated as the center. For example, the terminal device 20A of the player P1 sets the amplification range of the character C1 to be, in principle, a 360-degree range (for example, a 360-degree circular range centered on the position of the character C1 on the XZ plane) centered on the position of the character C1 to be operated by the player P1.
[0171] The terminal device 20A of the player P1 receives the operation input of the player P1 and a given game. For example, the amplification range is set to a range in the front direction of the character C1 operated by the player P1 (for example, a 180-degree semicircular range centered on the position of the character C1 on the XZ plane) based on the operation input of the player P1.
[0172] For example, when footsteps of character C2 occur within the amplification range (e.g., within the range in front of character C1), the terminal device 20A of player P1 controls the volume of the attribute "footsteps" to be amplified (increased). On the other hand, when footsteps of character C2 occur outside the amplification range (e.g., within the range behind character C1), the terminal device 20A of player P1 controls the volume of the attribute "footsteps" not to be amplified (not increased).
[0173] Moreover, the "amplification factor" is, for example, a value expressed in decibels (dB), and 0 dB means that the amplification factor is 1. The terminal device 20A of the player P1 defines the amplification factor of each attribute. The amplification factor of each attribute may be changeable based on the operation input of the player P1.
[0174] [8.2] Attribute Selection Also, the game control unit 213 of the terminal device 20A of the player P1 may receive a selection of an attribute from the player P1 and set the selected attribute as an attribute to be subjected to a volume change corresponding to the volume change condition. The game control unit 213 sets an attribute to be subjected to a volume change corresponding to the volume change condition before the start of the game or during the game. The attribute to be selected may be any of a main attribute, a sub attribute, a frequency range, and a relationship with another character.
[0175] For example, the game control unit 213 sets a flag F for each of multiple attributes for each volume change condition (each condition ID) indicating whether or not the attribute is subject to volume change (flag F=1 indicates an attribute subject to volume change, and flag F=0 indicates an attribute not subject to volume change).
[0176] Then, the terminal device 20A displays an attribute selection screen for each volume change condition (each condition ID), accepts the selection of an attribute to be subject to volume change based on the operation input of the player P1, and sets the selected attribute as the attribute to be subject to volume change corresponding to the volume change condition.
[0177] For example, when the terminal device 20A of the player P1 satisfies a volume change condition for condition ID=1 in which the wearing of headphones A is the volume change condition, that is, when the character C1 operated by the player P1 wears headphones A, as shown in FIG. 9, the terminal device 20A displays an attribute selection screen GA1. Then, based on the operation input of the player P1, the selection of the attribute to be the volume change target is accepted. In the example of FIG. 9, the attribute is a main attribute, but it may be a sub-attribute or a frequency range. Then, when the selection is confirmed by pressing the "Confirm" button, the flag F of the attribute selected by the player P1 (for example, the attribute of "footsteps") is set to 1, and the flags F of the other attributes that were not selected are set to 0. Then, the game control unit 213 sets the attribute "footsteps" of flag F=1 as the attribute to be the volume change target corresponding to the volume change condition.
[0178] In this way, if the player P1 wishes to change the volume of "footsteps", the volume of "footsteps" can be changed by selecting the attribute of "footsteps".
[0179] In addition, in this embodiment, the number of attributes that are subject to volume change (the number of attributes for which the flag F can be set to 1 (enabled)) may be limited to a predetermined number or less for each volume change condition (each condition ID). For example, the number of attributes that can be enabled may be limited to three or less.
[0180] Although not shown, the volume control unit 221 may control the volume to be adjusted (volume changed) based on the player's operation input for each attribute of the flag F=1. In this way, the player can control the volume of footsteps of an enemy character C2 that is very far away to be increased in order to hear the footsteps accurately, and then return the volume to the original volume (default volume) at his / her own discretion, allowing the player to play the game strategically.
[0181] [8.3] Changing the volume of audio data within a frequency range When a volume change condition is satisfied, the volume control unit 221 of the terminal device 20A of the player P1 may change the volume when reproducing the audio data associated with the frequency range corresponding to the volume change condition.
[0182] For example, as shown in FIG. 8, when the volume change condition of "equipment of headphones D" of condition ID=4 is satisfied, the terminal device 20A controls to increase the volume when reproducing the voice data associated with the frequency range 200-300 (Hz) corresponding to the volume change condition (condition ID=4). For example, when the frequency range 200-300 (Hz) is a frequency range related to "female voice", it is possible to make the female voice easier to hear. For example, when the female character "Jane" is issuing information useful for the game progress, increasing the volume of the voice data in the female character's frequency range (200-300 Hz) will allow the game to progress advantageously. Note that the volume change may be a relative change in which the volume of the voice data in the frequency range 200-300 (Hz) is left as is and the volume of the other frequency ranges is reduced.
[0183] [8.4] Volume change based on relationships with other characters When a volume change condition is satisfied, the volume control unit 221 of the terminal device 20A of the player P1 may change the volume when reproducing the sound data associated with the relationship between the character and the other character.
[0184] For example, when the volume change condition of "the vitality value of the ally character is below a predetermined value (for example, below 10)" of ID=5 is satisfied, if the sound of a distress signal (sound ID=12) is generated due to the ally character C3 of the character C1 operated by the player P1, and the relationship between the character C1 and the character C3 is an ally relationship, the volume control unit 221 of the terminal device 20A of the player P1 controls to increase the volume of the sound data of the distress signal generated due to the character C3. In this way, the game can be played strategically in a team battle, and the interest of the game can be increased.
[0185] Furthermore, when the volume change condition of "the vitality value of the character to be operated (e.g., character C1) of ID=6 is below a predetermined value (e.g., 10 or less)" is satisfied, the volume control unit 221 of the terminal device 20A of the player P1 controls to increase the volume of the sound data of the sounds caused by the hostile characters (e.g., footsteps, gunshots, reload sounds, etc. of the enemy characters). In this way, even in a critical situation, there is a possibility of recovery by relying on the enemy sounds, which can increase the interest of the game.
[0186] Although not shown, the volume control unit 221 of the terminal device 20A of the player P1 may set the volume change condition (for example, condition ID=7) as the operation target character C1 locking on to the hostile character C2 (for example, locking on with a weapon such as a rifle). When the volume change condition (condition ID=7) is satisfied, the volume of the sound data of the sound generated by the character C2 (for example, footsteps of the character C2, gunshot sounds, reload sounds, etc.) is controlled to be increased. In this way, the sounds emitted by the character C2 can be heard clearly, and the player P1 can play the game in an advantageous situation.
[0187] Also, when the volume change condition (condition ID=7) is satisfied, the volume control unit 221 of the terminal device 20A of the player P1 may control to reduce or eliminate (set volume=0) the volume of the sound data of the sound (e.g., footsteps, gunshots, reloading sounds, etc.) generated by the character C1 or friendly characters. In this way, the sound of friendly sources that sound like noise can be reduced or eliminated, making it easier to target the enemy. For example, if the volume of the footsteps of friendly characters is eliminated, the player P1 will be able to simply conclude that the "footsteps" are the sound of enemy characters. For example, when a friendly group and an enemy group fight in a close-range group battle in a building with many obstacles, they will recognize each other's presence but cannot see each other. In such a case, the friendly group of the player P1 can play the game in a considerably advantageous situation.
[0188] [8.5] Explanation of designated areas The game control unit 213 of the terminal device 20A of player P1 may set attributes to be subject to volume change corresponding to the volume change conditions so that the game progress is disadvantageous for player P1 when character C1 is located within a specified area (e.g., within a penalty area) in the game space.
[0189] In addition, the volume control unit 221 of the terminal device 20A of player P1 may change the volume when playing audio data associated with an attribute that is subject to a volume change corresponding to a volume change condition, so as to put player P1 at a disadvantage in progressing through the game when character C1 is located within a specified area in the game space.
[0190] For example, when the character C1 is located within a predetermined area in the game space, the volume control unit 221 of the terminal device 20A of the player P1 controls the volume of the sound data associated with the attribute (e.g., "footsteps") that is the target of the volume change corresponding to a given volume change condition (e.g., condition ID=1) so as to be reduced. In this way, it becomes difficult to determine the location of other characters by relying on sound, which puts the player P1 at a disadvantage, and the interest of the game can be increased.
[0191] Furthermore, the game control unit 213 of the terminal device 20A of the player P1 may set an attribute to be a target of volume change corresponding to the volume change condition so that the game progress is advantageous for the player P1 when an enemy character C2 (character C2 that is hostile to character C1) is located within a predetermined area (for example, within a penalty area) in the game space. Note that the game control unit 213, and the volume control unit 221 may set an attribute to be a target of volume change corresponding to the volume change condition so that the game progress is advantageous for the player P1 when an enemy character C2 is located within the predetermined area under the condition that "character C1 is located outside the predetermined area."
[0192] Also, the volume control unit 221 of the terminal device 20A of the player P1 may control the volume to be increased when reproducing the sound data associated with the attribute (e.g., "footsteps") that is the target of the volume change corresponding to the volume change condition (e.g., condition ID=1) so that the game progress is advantageous for the player P1 when the enemy character C2 is located within a predetermined area in the game space. In this way, the location of the enemy character C2 can be easily determined by relying on the sound, which is advantageous for the player P1 and can increase the interest of the game. Note that, under the condition that "the character C1 is located outside the predetermined area," the volume control unit 221 of the terminal device 20A of the player P1 may control the volume to be increased when reproducing the sound data associated with the attribute (e.g., "footsteps") that is the target of the volume change corresponding to the volume change condition (e.g., condition ID=1) so that the game progress is advantageous for the player P1 when the enemy character C2 is located within a predetermined area in the game space. Note that the volume control unit 221 adjusts the volume so that the game progress is advantageous for the player P1, so if the sound to be changed is a "bombing sound," the volume of the bombing sound is controlled to be reduced.
[0193] If the predetermined area is a penalty area, the predetermined area is an area in which a penalty is imposed on a character that is in the predetermined area. For example, the parameter control unit 216 may perform control to decrease the vitality value of a character that is located in the predetermined area over time.
[0194] The predetermined area may be an area controlled to be advantageous for a character in the predetermined area. In this case, when the character C1 is located in the predetermined area in the game space, the terminal device 20A of the player P1 may set an attribute (for example, an attribute to be subject to a volume change corresponding to a volume change condition) to be advantageous for the player P1 in the game progress. The terminal device 20A may also change the volume when reproducing the sound data associated with the attribute to be advantageous for the player P1.
[0195] For example, if the predetermined area is a fortress, when character C1 is located inside the fortress (within the predetermined area) and character C2 is located outside the fortress (outside the predetermined area), the terminal device 20A controls to increase the volume when reproducing the audio data associated with the attribute (e.g., "footsteps") that is the target of volume change corresponding to the volume change condition (e.g., condition ID=1). In other words, the volume is controlled to be increased so that the footsteps of an enemy character (e.g., character C2) outside the fortress can be clearly heard.
[0196] Furthermore, when character C2 is located inside the fortress (within a predetermined area) and character C1 is located outside the fortress (outside a predetermined area), the terminal device 20A of player P1 controls the volume of the sound data associated with the attribute (e.g., "footsteps") that is the target of the volume change corresponding to the volume change condition (e.g., condition ID=1) to be reduced so that the game progress becomes disadvantageous for player P1 when character C2 is located inside the fortress (within a predetermined area). In other words, the terminal device 20B of player P2 who operates character C2 may control the volume to be increased so that the footsteps of character C1 outside the fortress can be clearly heard by player P2, creating a disadvantageous situation for player P1.
[0197] [8.6] Volume change amount Furthermore, the volume control unit 221 of the terminal device 20A of the player P1 may change the amount of change in the volume depending on the game situation. The "amount of change in the volume" is the difference from the default volume. For example, the volume control unit 221 may decrease the amount of change in the volume depending on the number of surviving characters. In other words, the fewer the surviving characters are, the more the game will be played at the default volume.
[0198] The game status is not limited to the number of surviving characters, but may also be, for example, the size (area) of the competition area, the number of surviving characters per unit area (population density), the time elapsed since the start of the game, and so on.
[0199] For example, if the game situation is the size of the playing area, the change in the volume is reduced as the playing area becomes smaller. In this way, even if the playing area becomes smaller, it is possible to prevent a situation in which the player is too advantageous or too disadvantageous, and to maintain the game balance.
[0200] Also, when the game status is the number of survivors per unit area, the amount of change in the volume is decreased as the number of survivors per unit area increases.
[0201] Also, when the game situation is the elapsed time from the start of the game, the amount of change in the volume is reduced as the game progresses (as the game progresses).
[0202] [8.7] Attribute Changes In this embodiment, the attribute may be changed during the game. For example, when the character C1 operated by the player P1 is equipped with headphones A and satisfies a volume change condition (condition ID=1), the terminal device 20A of the player P1 changes the volume of the volume data associated with the attribute "footsteps" corresponding to the volume change condition (condition ID=1). In this case, for example, when the terminal device 20A detects that the footsteps with the audio ID=1 are generated by the motion control of the character C2 operated by the player P2, the control state is changed from a control state in which the volume is increased when reproducing the audio data associated with "footsteps" (making it easier for the player P1 to hear) to a control state in which the volume is decreased when reproducing the audio data associated with "footsteps" (making it harder for the player P1 to hear). That is, in this embodiment, information on the ease and difficulty of hearing the sound is also controlled as an attribute (sub-attribute), and the attribute is controlled to change. The timing for changing the control state from a higher volume when playing audio data associated with "footsteps" (making it easier for player P1 to hear) to a lower volume when playing audio data associated with "footsteps" (making it harder for player P1 to hear) can be various, such as when a predetermined period of time has elapsed (for example, a predetermined period of time (for example, 30 seconds) since putting on headphones A) or when player P1 defeats an enemy character.
[0203] Furthermore, the terminal device 20A of the player P1 may change the attribute when the character C2 operated by the player P2 moves and the environment changes. For example, when the character C2 moves from a state where it is located on the dirt ground to a state where it is located on an iron plate, the footsteps on the dirt ground are changed to footsteps on the iron plate. In other words, in this embodiment, information on the material of the sound source (e.g., dirt, iron, etc.) is also controlled as an attribute (sub-attribute), and the attribute is controlled to change.
[0204] [8.8] Flowchart An example of the flow of processing for controlling the volume when a sound is generated in the terminal device 20A of the player P1 will be described with reference to FIG.
[0205] First, when a voice is generated (step S1), a default volume is determined (step S2). For example, the default volume is calculated based on the voice generation position and the listening position (position associated with the character).
[0206] Then, it is determined whether or not the volume change condition is satisfied (step S3). If the volume change condition is satisfied (Y in step S3), the process proceeds to step S4, and if the volume change condition is not satisfied (N in step S3), the process proceeds to step S7.
[0207] If the volume change condition is satisfied (Y in step S3), it is determined whether the attribute of the generated voice is an attribute associated with the volume change condition (step S4).
[0208] If the attribute of the generated sound is associated with the volume change condition (Y in step S4), the volume is changed to be advantageous to the player (step S5), and the sound is output at the changed volume (step S6).
[0209] On the other hand, if the volume change condition is not satisfied (N in step S3), or if the attribute of the generated voice is not associated with the volume change condition (N in step S4), the sound is output at the default volume (step S7). This ends the process.
[0210] [8.9] Other The terminal device 20A of the player P1 in this embodiment may place an item (such as headphones A) for satisfying a given volume change condition in the game space at a given timing. In addition, in this embodiment, the terminal device 20A may be controlled so that the player P1 can obtain the item for satisfying the given volume change condition based on a given operation input (for example, based on a given lottery process or based on a given billing process) before the start of the game.
[0211] [9] Directional information explanation Next, the direction information will be described. The terminal device 20A of the player P1 in this embodiment displays given information on the display unit 290. In this case, the display control unit 211 of the terminal device 20A displays direction information suggesting the direction of the sound generated at the sound generation position when the volume of the sound generated at the sound generation position is equal to or greater than a predetermined threshold. The terminal device 20A controls the timing of displaying the direction information of the sound and the timing of playing the sound data of the sound to be the same.
[0212] [9.1] Directional information details As shown in FIG. 6, for example, when the "footsteps" of the character C2 are generated at the sound generation position PS2, the distance between the footsteps sound generation position PS2 of the character C2 and the listening position L1 is D1. As shown in FIG. 7, when the volume of the footsteps sound data of the sound ID=1 is reproduced is E1 and the threshold value of the "footsteps" is K1, the volume E1 is equal to or greater than the threshold value K1, so that the terminal device 20A of the player P1 displays directional information suggesting the direction of the "footsteps" of the character C2. On the other hand, when the distance between the footsteps sound generation position PS2 of the character C2 and the listening position L1 is D2, the volume of the footsteps sound data of the sound ID=1 is reproduced is E2, so that the volume E2 is less than the threshold value K1, so that the terminal device 20A does not display directional information suggesting the direction of the "footsteps" of the character C2. In this way, in this embodiment, the display / non-display of directional information is controlled according to the volume.
[0213] FIG. 11 shows an example of a game screen GA displayed on the terminal device 20A of the player P1. As shown in FIG. 11, the terminal device 20A displays direction information indicating that there is footsteps of the character C2. For example, a mark (display body) M1 including a message "footsteps of the character C2" is displayed on the left side of the game screen GA. That is, in this embodiment, a direction display indicating the sound generation direction is performed according to the display position of the mark M1. That is, in the example of FIG. 11, the mark M1 is displayed on the left side of the game screen, which means that footsteps have occurred from the left direction with respect to the line of sight of the virtual camera in the terminal device 20A of the player P1. In this way, the player P1 can take measures such as running away from the character C2 or attacking in the direction of the footsteps of the character C2 by recognizing not only the sound of the footsteps but also the direction information, and can advantageously proceed with the game. For example, in this embodiment, an object (footsteps of an enemy character, etc.) that causes sound generation is not necessarily displayed on the game screen, so the display of the direction information is useful information for the player.
[0214] 12 shows the correspondence between the ranges in the game space and the display positions of marks displayed on the game screen GA. First, four zones are defined: a range B1 of 45 degrees in front and behind the line of sight V1 of the viewpoint CP1 of the virtual camera CA1 that photographs the character C1, a range B2 of 45 to 135 degrees in front of the line of sight V1, a range B3 of 135 to 225 degrees in front of the line of sight V1, and a range B4 of 225 to 315 degrees in front of the line of sight V1.
[0215] The display control unit 211 of the terminal device 20A of the player P1 displays a mark in the upper area J1 of the game screen GA when the sound generation position is located in the range B1, and displays a mark in the left area J2 of the game screen GA when the sound generation position is located in the range B2. When the sound generation position is located in range B3, a mark is displayed in the lower area J3 of the game screen GA, and when the sound generation position is located in range B4, a mark is displayed in the right area J4 of the game screen GA, thereby performing control to display directional information. Note that the areas J1 to J4 do not need to be oval, and may be rectangular or have a given shape. Also, each area may partially overlap.
[0216] 11, the footsteps of character C2 are generated from range B2, so a mark M1 is displayed on the left side J2 of the game screen GA. Thus, according to this embodiment, the player P1 can recognize the direction from which the sound is generated based on the line of sight, and can play the game by relying not only on the sound but also on the direction.
[0217] Note that J1 to J4 on the game screen shown in Fig. 12 indicate the concepts of up, down, left and right. Also, the angle of the sound generation position in the game space may be calculated based on the line of sight V1, and a mark may be displayed at that angle in the center of the game screen GA based on the upward direction of the game screen. For example, if the footstep generation position in the game space is at 45 degrees based on the line of sight V1, a mark may be displayed in the upper left direction of the game screen GA.
[0218] Further, the method of displaying directional information in this embodiment has been described by taking an example in which the direction of sound generation is indicated by the display position of a mark, but the present invention is not limited to this.
[0219] For example, the display control unit 211 of the terminal device 20A of the player P1 may display a message indicating the direction of the sound generation position in a part (e.g., the upper part) of the game screen. For example, information indicating a direction based on the line of sight direction V1 (e.g., a message saying "The footsteps of character C2 are in the 45-degree direction") may be displayed in a part of the game screen.
[0220] The display control unit 211 of the terminal device 20A of the player P1 may display an onomatopoeic message on the game screen. For example, a message such as "rustling" to represent the sound of grass and trees is displayed on the game screen.
[0221] In addition, the display control unit 211 of the terminal device 20A of player P1 may display a radar image or a map image depicting the XZ plane of the game space on the game screen, and display footstep marks at the sound generation position on the radar image or map image, thereby displaying directional information of the footsteps.
[0222] In addition, the display control unit 211 of the terminal device 20A of player P1 may perform special image processing (distortion processing, synthesis processing of a hazy image or a damaged image) on an area on the game screen corresponding to the direction of sound generation (for example, range J1 of the game screen when sound occurs in range B1) to control the area to indicate the direction of sound generation.
[0223] [9.2] Given Conditions In this embodiment, the display control unit 211 of the terminal device 20A of player P1 may display directional information suggesting the direction of the sound generated at the sound generation position when given conditions are satisfied and the volume of the sound generated at the sound generation position is equal to or greater than a predetermined threshold.
[0224] Here, the "given condition" means, for example, that the player has a high ranking (for example, that the player is ranked 1st to 10th), that the player has defeated a predetermined number of characters or more, that the player uses (equips) a specific item, etc. The player's ranking may be determined by the score in the game or the number of characters defeated.
[0225] [9.3] Displaying information about the sound generated at the sound generation position Furthermore, the display control unit 211 of the terminal device 20A of the player P1 may display information related to the sound generated at the sound generation position together with the direction information. For example, information on the character causing the sound generation (for example, the character name, the relationship between the character C1 and the character causing the sound generation (friend or foe)), the attributes of the sound data of the generated sound, etc. For example, as shown in FIG. 11, a message "footsteps of character C2" is displayed, so "character C2", the character causing the sound generation, and the attribute "footsteps" are displayed. In this way, information related to the sound generated at the sound generation position can also be recognized, so that it is easy to recognize in which direction and what kind of sound has been generated.
[0226] [9.4] Thresholds for each audio data The parameter control unit 216 of the terminal device 20A of the player P1 sets a threshold value in association with each of the multiple voice data. For example, as shown in FIG. 4, the voice data storage unit 275 of this embodiment stores a threshold value associated with each of the multiple voice data (voice ID). In this way, by setting a threshold value for each voice data, it is possible to control a threshold value suitable for the voice data. Note that if the threshold value is set to 0, a direction will be displayed even at the lowest volume, so the initial value (default value) of the threshold value is set to an appropriate value in consideration of the game balance.
[0227] [9.5] Display of directional information based on the relationship between the first character and the second character When sound is generated due to a second character, for example, character C2 operated by player P2, the display control unit 211 of the terminal device 20A of player P1 may determine whether or not to display directional information based on the relationship between character C1 (an example of a first character) operated by player P1 and character C2 (an example of a second character), and may display the directional information if it is determined that the directional information should be displayed.
[0228] In other words, when sound is generated due to character C2, the display control unit 211 of the terminal device 20A of player P1 may determine whether or not a condition (an example of a given condition) is satisfied based on the relationship between characters C1 and C2, and if the given condition is satisfied and the volume of the sound generated at the sound generation position is equal to or greater than a predetermined threshold, may display directional information indicating the direction of the sound generated at the sound generation position.
[0229] For example, when a sound is generated due to character C2, the display control unit 211 of the terminal device 20A of player P1 may determine to display directional information if the relationship between characters C1 and C2 is an enemy relationship, and may determine not to display directional information if the relationship between characters C1 and C2 is an ally relationship.
[0230] The display control unit 211 of the terminal device 20A of the player P1 may determine whether or not to display directional information based on the attributes of enemy characters that are advantageous to the player and the attributes of friendly characters. The enemy characters are characters that are in an enemy relationship with the character C1 (for example, the character C2 operated by the player P2, or a character that is an enemy of the character C1 controlled by a computer).
[0231] For example, the game control unit 213 of the terminal device 20A of player P1 sets the attributes of enemy characters that are advantageous to player P1 to "footsteps," "gunshots," and "reloading sounds" based on the operation input of player P1 or computer control. Then, the display control unit 211 of the terminal device 20A of player P1 determines to display directional information when the sounds of "footsteps," "gunshots," and "reloading sounds" are caused by enemy characters. On the other hand, the display control unit 211 of the terminal device 20A of player P1 determines to display directional information when the sounds of "footsteps," "gunshots," and "reloading sounds" are caused by enemy characters. If the voice is caused by an ally character, it is determined that the directional information should not be displayed.
[0232] Also, for example, the game control unit 213 of the terminal device 20A of player P1 sets an attribute for an ally character that is advantageous to player P1 to "distress signal" based on the operation input of player P1 or computer control. Then, the display control unit 211 of the terminal device 20A of player P1 determines to display directional information when the sound of the "distress signal" is caused by an ally character. On the other hand, the display control unit 211 of the terminal device 20A of player P1 determines to hide directional information when the sound of the "distress signal" is caused by an enemy character.
[0233] In addition, the terminal device 20A of player P1 may limit the attributes for determining whether or not to display directional information based on the association between a first character (e.g., character C1) and a second character (e.g., character C2) to some of the multiple attributes, such as “footsteps,” “gunshot sounds,” “reload sounds,” and “distress signals.”
[0234] [9.6] Changes in display mode The display control unit 211 of the terminal device 20A of the player P1 may change the display mode of the directional information according to at least one of the attributes of the sound data of the sound generated at the sound generation position, the distance between the sound generation position and the listening position in the game space, and the volume of the sound data. In this way, the attributes, distance, and volume of the sound data can be easily visually recognized.
[0235] For example, the display control unit 211 of the terminal device 20A of the player P1 may preliminarily determine a mark for identifying each attribute and display a mark according to the attribute, so that the player can easily recognize the attribute of the audio data. For example, in the case of the attribute "footsteps", a foot mark may be displayed, and in the case of the attribute "gunshot sound", a mark imitating a weapon may be displayed. For example, a mark according to a sub-attribute, such as a rifle mark, a machine gun mark, or a shotgun mark, may be displayed.
[0236] The display control unit 211 of the terminal device 20A of the player P1 may display the mark so that the size increases as the distance between the sound generation position and the listening position in the game space decreases. For example, assume that a gunshot sound is generated from the machine gun of the character C4 in the game space in a range B4 based on the line of sight V1. In this case, if the distance between the gunshot sound generation position and the listening position is less than 10 kilometers, a mark M2 is displayed on the right side of the game screen GA at a size 1 times larger, as shown in FIG. 13. On the other hand, if the distance between the gunshot sound generation position and the listening position is 10 kilometers or more and less than 20 kilometers, a mark M2-1 is displayed on the right side of the game screen GA at a size 0.5 times larger (for example, the thickness of the arrow is 0.5 times larger), as shown in FIG. 14. Also, although not shown, if the distance between the gunshot sound generation position and the listening position is 20 kilometers or more, a mark M2-2 is displayed on the right side of the game screen GA at a size 0.25 times larger (for example, the thickness of the arrow is 0.25 times larger).
[0237] Also, the display control unit 211 of the terminal device 20A of the player P1 may display the mark so that the larger the volume, the larger the size of the mark. For example, assume that a gunshot sound occurs from the machine gun of the character C4 in the game space in a range B4 based on the line of sight direction V1. In this case, if the volume of the gunshot sound is 20 or more, the mark M2 is displayed on the right side of the game screen GA at a size 1 times larger, as shown in FIG. 13. On the other hand, if the volume of the gunshot sound is 10 or more and less than 20, the mark M2-1 is displayed on the right side of the game screen GA at a size 0.5 times larger (for example, the thickness of the arrow is 0.5 times larger), as shown in FIG. 14. Also, although not shown, if the volume of the gunshot sound is less than 10, the mark M2-2 is displayed on the right side of the game screen GA at a size 0.25 times larger (for example, the thickness of the arrow is 0.25 times larger).
[0238] The display control unit 211 of the terminal device 20A of the player P1 may display the mark in a larger size according to the attack power (danger level) of the weapon. In other words, the higher the attack power, the larger the mark displayed.
[0239] [9.7] General Directional Information When multiple sounds are generated within any of the multiple ranges, the display control unit 211 of the terminal device 20A of the player P1 may display collective direction information that compiles the direction information of the multiple sounds, instead of the direction information of each of the multiple sounds. In this way, it is possible to avoid a complicated display.
[0240] Fig. 15 shows an example of the display of directional information when machine gun shots are generated by characters C2 and C4 in range B4 out of multiple ranges B1, B2, B4, and B4, and rifle gunshots are generated by characters C6, C8, and C10. In the example of Fig. 15, each piece of directional information is displayed, which is cumbersome.
[0241] Therefore, the display control unit 211 of the terminal device 20A of the player P1 may display the collective directional information under the main attribute "gunshot sound" as shown in Fig. 16. In this way, complicated information is simplified, and the display becomes easy for the player P1 to understand. For example, the number of characters caused by the sound generation may also be displayed.
[0242] Although not shown, the display control unit 211 of the terminal device 20A of the player P1 may display collective directional information for each sub-attribute when the number of characters caused by sound generation is a predetermined number or less (for example, 10 or less). For example, the display control unit 211 may display collective directional information for the sub-attribute "machine gun" and collective directional information for the sub-attribute "rifle". In such a case, the number of characters caused by sound generation may be displayed together for each collective directional information.
[0243] [9.8] Changing the threshold The parameter control unit 216 of the terminal device 20A of the player P1 may change the threshold value associated with the sound data depending on the game situation.
[0244] For example, in the case of a battle royale game, when the number of survivors decreases, not displaying directional information creates a sense of tension and allows the game to be played in a balanced state, so when the number of survivors is a predetermined number or less (e.g., 5 or less), the threshold value associated with each piece of audio data may be increased. For example, when the number of survivors is a predetermined number or less (e.g., 5 or less), the threshold value associated with each piece of audio data may be doubled.
[0245] [9.9] Control in designated areas The parameter control unit 216 of the terminal device 20A of player P1 may change the threshold value associated with the voice data when the character C1 is located within a specified area (e.g., within a penalty area) in the game space and when the character C1 is located outside the specified area (e.g., outside the penalty area).
[0246] That is, when the character C1 is located within a predetermined area, the parameter control unit 216 of the terminal device 20A of the player P1 changes the threshold value associated with the sound data so as to put the game progress at a disadvantage to the player P1.
[0247] For example, the parameter control unit 216 of the terminal device 20A of the player P1 controls the generation of “footsteps” of the character C2 when the character C1 is located within a predetermined area in the game space. In this case, the parameter control unit 216 multiplies the threshold value K1 of "footsteps" by 1.3 to increase the threshold value. In this way, the player P1 is penalized by making it more difficult to display the direction of the footsteps of the character C2, and the player P1 is forced to play the game so as to make the character C1 not belong to the predetermined area, which increases the interest of the game. On the other hand, when the character C1 is located outside the predetermined area in the game space, the parameter control unit 216 changes the threshold value to the original value K1 (1x).
[0248] In addition, the parameter control unit 216 of the terminal device 20A of the player P1 may change the threshold value associated with the voice data when the enemy character C2 is located within a specified area in the game space so that the game progress is advantageous for the player P1.
[0249] In other words, the display control unit 211 of the terminal device 20A of player P1 may determine whether or not a condition (an example of a given condition) is met in which enemy character C2 is located within a specified area in the game space and character C1 is located outside the specified area, and if the given condition is met and the volume of the sound generated at the sound generation position is equal to or greater than a specified threshold, display directional information indicating the direction of the sound generated at the sound generation position.
[0250] For example, when an enemy character C2 is located within a specified area and character C1 is located outside the specified area, the terminal device 20A of player P1 can lower the threshold value associated with the audio data of the sound generated by the enemy character C2, making it easier for player P1 to recognize the directional information of the sound generated by the enemy character C2.
[0251] For example, when character C2 is located within a predetermined area and character C1 is located outside the predetermined area, the parameter control unit 216 of the terminal device 20A of player P1 multiplies the threshold value associated with the sound data of the sound of the "footsteps" of character C2 by 0.8 to lower the threshold value, making it easier to display the directional information of the footsteps of character C2, and imposes a penalty on character C2. Player P1 will come to expect a penalty to be imposed on the opponent player P2, which can increase the interest of the game.
[0252] Furthermore, the predetermined area is not limited to a penalty area. In other words, the predetermined area may be an area that is controlled to be advantageous to the character that is within the predetermined area. This also increases the interest of the game.
[0253] For example, when character C1 is located inside a fortress (within a predetermined area) in the game space and character C2, an enemy character, is located outside the fortress (outside the predetermined area), the terminal device 20A of player P1 performs control to be advantageous for player P1. That is, the terminal device 20A of player P1 multiplies a threshold value associated with the sound data of the sound from which "footsteps" of character C2 are generated by 0.8, and performs control to lower the threshold value, so that directional information of the footsteps of character C2 can be easily displayed for player P1.
[0254] On the other hand, the terminal device 20A of the player P1 performs control to put the player P1 at a disadvantage when the character C2 is located inside the fortress (within the specified area) in the game space and the character C1 is located outside the fortress (outside the specified area). In other words, the terminal device 20B of the player P2 may multiply the threshold value associated with the sound data of the sound from which the "footsteps" of the character C1 are generated by 0.8 to lower the threshold value so that, for example, directional information of the footsteps of the character C1 is more easily displayed for the player P2 (player P2 who operates the character C2).
[0255] [9.10] Flowchart An example of the flow of a direction display process of the terminal device 20A of the player P1 will be described with reference to FIG.
[0256] First, when a voice is generated (step S11), a process for determining the volume is performed (step S12). The volume may be determined by the process shown in FIG. 10. Then, it is determined whether the volume is equal to or greater than a threshold (step S13). If the volume is equal to or greater than the threshold (Y in step S13), information on the direction of the voice is displayed (step S14). This ends the process.
[0257] [9.11] Number of compartments In the present embodiment, an example has been described in which four zones, B1, B2, B3, and B4, are defined based on the line of sight V1 of the viewpoint CP1 of the virtual camera CA1 that captures the character C1 operated by the player P1, but the number of zones does not have to be four. For example, the number of zones may be two, three, five or more.
[0258] Furthermore, the terminal device 20A of the player P1 may divide the game space into 8 parts of 360 degrees, centered on the viewpoint CP1 of the virtual camera CA1 that captures the character C1 operated by the player P1, as shown in Fig. 18. For example, as shown in Fig. 18, the game space may be divided into 45-degree ranges in each direction of N (north), NE (northeast), E (east), SE (southeast), S (south), SW (southwest), W (west), and NW (northwest) with the viewpoint CP1 of the player P1 at the center, and eight sections, R1 to R8, may be provided.
[0259] Then, for example, when the sound of "footsteps" of the character C2 is generated at the sound generation position PS2, the terminal device 20A of the player P1 determines which of the eight sections R1 to R8 the "footsteps" belong to. When the section to which the footsteps belong is determined, directional information (for example, a mark) is displayed in the direction of the section. For example, the position coordinates of a given position in the direction of the section to which the footsteps belong in the three-dimensional game space are converted into the two-dimensional coordinate system of the game screen, and a mark is displayed at the converted position coordinates. For example, as shown in FIG. 18, when the line of sight V1 of the character C1 indicates the northwest direction (NW direction), the terminal device 20A displays a mark M1 in the upper left direction on the game screen GA.
[0260] Furthermore, the terminal device 20A of the player P1 may change the precision (angle precision) for dividing the game space according to the volume. The number of sections may be increased as the volume of the target attribute increases. For example, the game space may be divided into 4 sections by dividing it into 4 sections in a range of 90 degrees around the viewpoint CP1, 8 sections by dividing it into 8 sections in a range of 45 degrees around the viewpoint CP1, and 16 sections by dividing it into 16 sections in a range of 22.5 degrees around the viewpoint CP1.
[0261] Then, when the voice of the "footstep" of the character C2 is generated at the voice generation position PS2 of the terminal device 20A of the player P1, for example, the larger the volume of the voice of the "footstep", the more accurate the azimuth information is used to determine the section to which the "footstep" belongs. For example, if the threshold for determining whether to display the direction indication of the "footstep" is K1, the parameters KA1 and KA2 are set such that K1 < KA1 < KA2. When the volume of the "footstep" is equal to or greater than K1 and less than KA1, the section to which the "footstep" belongs is determined using the azimuth information of 4 sections. When the volume of the "footstep" is equal to or greater than KA1 and less than KA2, the section to which the "footstep" belongs is determined using the azimuth information of 8 sections. When the volume of the "footstep" is equal to or greater than KA2, the section to which the "footstep" belongs is determined using the azimuth information of 16 sections. In this way, the higher the volume, the more accurate azimuth information can be shown on the game screen, and accurate azimuth information can be provided to the player.
[0262]
[10] Application example of the game system [10.1] Application example of the server device 10 The server device 10 may perform some or all of the processes performed by the terminal device 20 of the present embodiment.
[0263] For example, the present embodiment is a server device in which a character to be operated by a player is arranged in a game space, and the game is advanced based on the operation input of the player. The server device includes a storage unit that stores a plurality of voice data, a volume control unit that determines the volume when playing the voice data of the voice based on the generation position of the voice generated in the game space and the listening position in the game space associated with the character, and a voice playback unit that plays the voice data at the volume determined by the volume control unit. The storage unit stores each of the plurality of voice data in association with an attribute, and the volume control unit changes the volume when playing the voice data associated with the attribute that is the volume change target corresponding to the given volume change condition when the given volume change condition is satisfied.
[0264] Furthermore, this embodiment may be a server device in which a character to be operated by a player is placed in a game space and the game progresses based on the player's operation input, the server device including: a display control unit that displays given information on a display unit of the terminal device; a memory unit that stores multiple pieces of audio data; a volume control unit that determines the volume at which to play back the audio data of the audio based on the generation position of the audio generated in the game space and a listening position in the game space associated with the character; and an audio playback unit that plays back the audio data at the volume determined by the volume control unit, and is characterized in that when the volume is equal to or greater than a predetermined threshold, the display control unit displays directional information suggesting the direction of the audio generated at the audio generation position.
[0265] For example, the server device 10 may function as an object space setting unit 110, a display control unit 111, an input reception processing unit 112, a game control unit 113, a movement control unit 114, a game calculation unit 115, a parameter control unit 116, a virtual camera control unit 117, a sound processing unit 120, a volume control unit 121, an audio playback unit 122, an audio generation detection unit 123, and an image generation unit 130.
[0266] The storage unit 140 of the server device 10 may also include a drawing buffer 172 .
[0267] The communication control unit 201 transmits information related to the game, information on the generated image, and the like to the terminal device 20. In addition, the communication control unit 201 receives input information received from the terminal device 20 (for example, information related to commands, operations, and operation history), and the like.
[0268] The object space setting unit 110 of the server device 10 is similar to the object space setting unit 210 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 sets the object space in common for all players, but the object space may be set for each player.
[0269] The display control unit 111 of the server device 10 controls the display of the images generated by the image generation unit 130 and information related to the images on the display unit 290 of the terminal device 20. The specific processing is similar to that of the display control unit 211 of the terminal device 20, and therefore a description thereof will be omitted. Note that "control of display" refers to the server 10 controlling the display on the game screen of the game device (terminal device) 20. For example, when the server device 10 generates "control information" to be displayed on the game screen of the terminal device 20 and transmits it to the terminal device 20, the terminal device 20, upon receiving the "control information" from the server 10, displays the game screen based on the "control information."
[0270] The specific processing of the game control unit 113 of the server device 10 is similar to that of the game control unit 213 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 performs game control for each player based on information (input information and commands) received from the terminal device 20 of the player.
[0271] The specific process of the movement control unit 114 of the server device 10 is similar to that of the movement control unit 214 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 performs movement control for each player.
[0272] The specific processing of the game calculation unit 115 of the server device 10 is similar to that of the game calculation unit 215 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 performs game calculations for each player.
[0273] The parameter control unit 116 of the server device 10 is similar to the parameter control unit 216 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 performs control to vary parameters for each player.
[0274] The virtual camera control unit 117 of the server device 10 is similar to the virtual camera control unit 217 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 controls the virtual camera for each player.
[0275] The game management section 103 of the server device 10 may perform the same processing as the game management section 218 of the terminal device 20. Note that the server device 10 performs game management for each player.
[0276] The sound processing unit 120 of the server device 10 may perform the same processing as the sound processing unit 220 of the terminal device 20. Note that the server device 10 controls the sound processing of each terminal device 20 of each player for each player. Then, the sound processing unit 120 of the server device 10 controls the sound output unit 292 of each terminal device 20 to output sound.
[0277] The volume control unit 121 of the server device 10 may perform the same process as the volume control unit 221 of the terminal device 20. Note that the server device 10 controls the volume to be output to each terminal device 20 of each player for each player.
[0278] The volume control unit 121 of the server device 10 may perform the same process as the volume control unit 221 of the terminal device 20. Note that the server device 10 controls the volume to be output to each terminal device 20 of each player for each player.
[0279] The audio playback unit 122 of the server device 10 transmits playback information for audio data (audio ID, audio data itself, volume, etc.) to each terminal device 20 of each player. For example, each terminal device 20 of each player receives information on the audio data to be played back and plays it back.
[0280] The server device 10 may perform the same processing as the voice generation detection unit 123 of the server device 10 and the voice generation detection unit 223 of the terminal device 20. The server device 10 detects the voice generation position and the like in each terminal device 20 of each player for each player.
[0281] The image generating unit 130 of the server device 10 is similar to the image generating unit 230 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 generates an image for each player.
[0282] The storage unit 140 of the server device 10 may also include a drawing buffer 172. Incidentally, storing in the server device 10 means storing in the storage unit 140 of the server device 10. However, it may be stored in the storage unit 270 of the terminal device 20. The storage unit 140 of the server device 10 may be a concept including the information storage medium 180 of the server device 10.
[0283] [10.2] Gaming Devices The terminal device 20 of this embodiment may be a game device (terminal device) 20 that operates as a stand-alone device, or may be a game system made up of a plurality of game devices 20 connected via a network.
[0284]
[11] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.
[0285] In this embodiment, the game is not limited to an action RPG, but may be, for example, an action game, a fighting game, a sports game, or other battle game, a role-playing game (RPG), or other simulation game.
[0286] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0287] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0288] 10. Server equipment 20 Terminal device (game device) 100 Processing section 101 Communication control unit 102 Web processing unit 103 Game Management Department 107 Timer Management Unit 108 Information Provision Department 140 Storage section 142 Main memory 144 Game Data Storage Unit 146 Player information storage unit 147 Voice data storage unit 180 Information storage medium 196 Communications Department 150 Input section 190 Display section 200 Processing section 210 Object Space Setting Section 211 Display control unit 212 Input reception processing unit 213 Game Control Unit 214 Movement control section 215 Game Calculation Unit 216 Parameter Control Section 217 Virtual Camera Control Unit 218 Game Management Department 220 sound processing unit, 221 Volume control section, 222 Audio playback unit, 223 Voice occurrence detection unit, 230 Image Generation Unit 270 Storage section 271 Main memory 272 Image Buffer 273 Player information storage unit 274 Game Data Storage Unit 275 Voice Data Storage Unit 260 Input section 262 Detection Unit 280 Information storage medium 290 Display section 292 Sound output section 296 Communications Department
Claims
1. A game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operation input by each player corresponding to each terminal device, a display control unit that displays given information on a display unit of the first terminal device; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the first terminal device; a sound reproduction unit in the first terminal device that reproduces the sound data at the sound volume determined by the sound volume control unit; a parameter control unit that changes a threshold value associated with the sound data so that the game progress becomes disadvantageous for the first player when the first character is located within a predetermined area in the game space, The display control unit is A game system characterized in that, when the volume of the audio data of the audio is equal to or greater than a threshold value associated with the audio data, directional information suggesting the direction from which the audio is originating is displayed.
2. A game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on operational inputs of each player corresponding to each terminal device, a display control unit that displays given information on a display unit of the first terminal device; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the first terminal device; a sound reproduction unit in the first terminal device that reproduces the sound data at the sound volume determined by the sound volume control unit; When an enemy character is located within a predetermined area in the game space, the first play a parameter control unit that changes a threshold value associated with the voice data so that the game progress is advantageous for the player; The display control unit is A game system characterized in that, when the volume of the audio data of the audio is equal to or greater than a threshold value associated with the audio data, directional information suggesting the direction from which the audio is originating is displayed.
3. A game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on operational inputs of each player corresponding to each terminal device, a display control unit that displays given information on a display unit of the first terminal device; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the first terminal device; a sound reproduction unit in the first terminal device that reproduces the sound data at the sound volume determined by the sound volume control unit; a parameter control unit that changes a threshold value associated with the sound data so that the first player is favored in game progress when the first character is located within a predetermined area in the game space, The display control unit is A game system characterized in that, when the volume of the audio data of the audio is equal to or greater than a threshold value associated with the audio data, directional information suggesting the direction from which the audio is originating is displayed.
4. A game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on operational inputs of each player corresponding to each terminal device, a display control unit that displays given information on a display unit of the first terminal device; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the first terminal device; a sound reproduction unit in the first terminal device that reproduces the sound data at the sound volume determined by the sound volume control unit; a parameter control unit that changes a threshold value associated with the sound data so that the game progress becomes disadvantageous for the first player when an enemy character is located within a predetermined area in the game space, The display control unit is A game system characterized in that, when the volume of the audio data of the audio is equal to or greater than a threshold value associated with the audio data, directional information suggesting the direction from which the audio is originating is displayed.
5. A program for a terminal device used in a game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operation input by each player corresponding to each terminal device, comprising: A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; A position where a sound is generated in the game space and an operation of a first player corresponding to the player's device a volume control unit that determines a volume of the sound when playing back the sound data of the sound based on a listening position in the game space associated with a target first character; an audio playback unit that plays back the audio data at the volume determined by the volume control unit; causing a computer to function as a parameter control unit that changes a threshold value associated with sound data so as to put the first player at a disadvantage in game progress when the first character is located within a predetermined area within the game space; The display control unit is A program characterized by displaying directional information suggesting the direction from which the voice is generated when the volume of the voice data of the voice is equal to or greater than a threshold value associated with the voice data.
6. A program for a terminal device used in a game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operational input by each player corresponding to each terminal device, comprising: A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the player's device; an audio playback unit that plays back the audio data at the volume determined by the volume control unit; causing a computer to function as a parameter control unit that changes a threshold value associated with sound data so that progress of the game becomes advantageous for the first player when an enemy character is located within a predetermined area within the game space; The display control unit is A program characterized by displaying directional information suggesting the direction from which the voice is generated when the volume of the voice data of the voice is equal to or greater than a threshold value associated with the voice data.
7. A program for a terminal device used in a game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operational input by each player corresponding to each terminal device, comprising: A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the player's device; an audio playback unit that plays back the audio data at the volume determined by the volume control unit; causing a computer to function as a parameter control unit that changes a threshold value associated with sound data so that a game progress becomes advantageous for the first player when the first character is located within a predetermined area in the game space; The display control unit is A program characterized by displaying directional information suggesting the direction from which the voice is generated when the volume of the voice data of the voice is equal to or greater than a threshold value associated with the voice data.
8. A program for a terminal device used in a game system in which a plurality of terminal devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operational input by each player corresponding to each terminal device, comprising: A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the player's device; an audio playback unit that plays back the audio data at the volume determined by the volume control unit; causing a computer to function as a parameter control unit that changes a threshold value associated with sound data so as to put the first player at a disadvantage in game progress when an enemy character is located within a predetermined area within the game space; The display control unit is A program characterized by displaying directional information suggesting the direction from which the voice is generated when the volume of the voice data of the voice is equal to or greater than a threshold value associated with the voice data.
9. A game device for use in a game system in which a plurality of game devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operation input by each player corresponding to each game device, A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the player's device; an audio playback unit that plays back the audio data at the volume determined by the volume control unit; a parameter control unit that changes a threshold value associated with the sound data so that the game progress becomes disadvantageous for the first player when the first character is located within a predetermined area in the game space, The display control unit is A game device characterized in that, when the volume of the sound data of the sound is equal to or greater than a threshold value associated with the sound data, directional information suggesting the direction from which the sound is generated is displayed.
10. A game device for use in a game system in which a plurality of game devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operational input by each player corresponding to each game device, comprising: A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the player's device; an audio playback unit that plays back the audio data at the volume determined by the volume control unit; When an enemy character is located within a predetermined area in the game space, the first play a parameter control unit that changes a threshold value associated with the voice data so that the game progress is advantageous for the player; The display control unit is A game device characterized in that, when the volume of the sound data of the sound is equal to or greater than a threshold value associated with the sound data, directional information suggesting the direction from which the sound is generated is displayed.
11. A game device for use in a game system in which a plurality of game devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on an operational input by each player corresponding to each game device, comprising: A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the player's device; an audio playback unit that plays back the audio data at the volume determined by the volume control unit; a parameter control unit that changes a threshold value associated with the sound data so that the first player is favored in game progress when the first character is located within a predetermined area in the game space, The display control unit is A game device characterized in that, when the volume of the sound data of the sound is equal to or greater than a threshold value associated with the sound data, directional information suggesting the direction from which the sound is generated is displayed.
12. A game device for use in a game system in which a plurality of game devices and a server device are connected via a network, a plurality of characters are placed in a game space to progress a game, and each of the plurality of characters is controlled based on operational inputs of each player corresponding to each game device, comprising: A display control unit that displays given information on a display unit; A storage unit that stores a plurality of pieces of voice data; a volume control unit that determines a volume of the sound when playing back sound data of the sound, based on a generation position of the sound generated within the game space and a listening position within the game space associated with a first character that is an operation target of a first player corresponding to the player's device; an audio playback unit that plays back the audio data at the volume determined by the volume control unit; a parameter control unit that changes a threshold value associated with the sound data so that the game progress becomes disadvantageous for the first player when an enemy character is located within a predetermined area in the game space, The display control unit is A game device characterized in that, when the volume of the sound data of the sound is equal to or greater than a threshold value associated with the sound data, directional information suggesting the direction from which the sound is generated is displayed.
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