Information processing system, program, and information processing method

The information processing system uses sound output modes based on character positions to improve game situational awareness, enhancing user engagement and interest.

JP7716002B2Active Publication Date: 2025-07-31CAPCOM CO LTD
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Patent Information

Application Number
JP2022095691
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-14
Publication Date
2025-07-31
Estimated Expiration
2042-06-14

AI Technical Summary

Technical Problem

Existing video game processing systems do not effectively utilize sound to enhance user recognition of the game situation, thereby reducing game interest.

Method used

An information processing system that outputs sounds to users based on positional relationships between characters, adjusting sound output modes according to predefined conditions, including sound image localization, to enhance game situational awareness.

Benefits of technology

The system effectively enhances user engagement by allowing players to recognize game situations through sound, thereby increasing interest and immersion.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technology to cause a user to recognize a state of a game in a mode that further enhances amusement of the game.SOLUTION: There is provided an information processing system. The information processing system includes a control unit. The control unit acquires a first position and a second position in a virtual space. The first position is the position of a first character operated by a first user, and the second position is the position of a second character operated by a second user. An input of a first sound is received from the second user. In the case where a first condition is not satisfied, a first sound is output to the first user in a first mode according to the settings by the first user. In the case where the first condition is satisfied, the first sound is output to the first user in a second mode according to the positional relationships between the first position and the second position irrespective of the first mode.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present disclosure relates to an information processing system, a program, and an information processing method.

Background Art

[0002] Patent Document 1 discloses the following video game processing apparatus and video game processing program.

[0003] In this video game processing apparatus and video game processing program, a video game processing apparatus that controls the progress of a video game by displaying on a display screen of a display device how a character moves in a virtual space identifies a positional relationship including the distance from a predetermined reference position to a target position specified according to the progress of the video game, determines whether the distance exceeds a predetermined maximum distance, generates a positional relationship image showing the identified positional relationship, displays the generated positional relationship image on the display screen, and when it is determined that the distance from the reference position to the target position exceeds the maximum distance, it is possible to generate a positional relationship image by replacing the identified distance with the maximum distance.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, the technique disclosed in Patent Document 1 does not disclose making the user recognize the game situation by sound.

[0006] In view of the above circumstances, the present disclosure aims to provide a technique capable of making the user recognize the game situation in a manner that can further enhance the interest of the game.

Means for Solving the Problems

[0007] According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a control unit. The control unit acquires a first position and a second position in a virtual space. The first position is the position of a first character operated by a first user, and the second position is the position of a second character operated by a second user. A first sound is input from a second user. If a first condition is not satisfied, the first sound is output to the first user in a first manner according to a setting made by the first user. If the first condition is satisfied, the first sound is output to the first user in a second manner according to the positional relationship between the first position and the second position, regardless of the first manner.

[0008] According to the present disclosure, it is possible to make a user aware of the game situation in a manner that further enhances the interest of the game. [Brief explanation of the drawings]

[0009]

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[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various characteristic matters shown in the following embodiments can be combined with each other.

[0011] By the way, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium that can be read by a computer, may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its function is realized on a client terminal (so-called cloud computing).

[0012] In addition, in this embodiment, the "section" may include, for example, hardware resources implemented by a circuit in a broad sense and information processing of software that can be specifically realized by these hardware resources. Also, in this embodiment, various information is handled, and these information are represented, for example, by physical values of signal values representing voltage and current, the high and low of signal values as a set of binary bits composed of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation can be executed on a circuit in a broad sense.

[0013] In addition, a circuit in a broad sense is a circuit realized by appropriately combining at least a circuit, circuitry, a processor, a memory, etc. That is, it includes an Application Specific Integrated Circuit (ASIC), programmable logic devices (e.g., a Simple Programmable Logic Device (SPLD), a Complex Programmable Logic Device (CPLD), and a Field Programmable Gate Array (FPGA)), etc.

[0014] 1. Description of the game FIG. 1 is a block diagram showing the hardware configuration of the information processing system 1 according to the present embodiment. In the information processing system 1 shown in FIG. 1, an information processing apparatus 2 and a plurality of game apparatuses 3 are communicably connected to each other via a communication network 11, and a game is executed in the game apparatus 3.

[0015] The game according to the present embodiment is an online game executed in the information processing system 1. In this game, a user of the game apparatus 3 activates one or more player characters in a virtual game space or makes the player character fight against an enemy character that is a non-player character. Also, a character is an example of an object.

[0016] The game as described above is executed using a game apparatus 3 which is an electronic device such as a home game machine like PlayStation (registered trademark), a portable game machine like Nintendo Switch (registered trademark), or a personal computer, a smartphone, a tablet terminal, etc.

[0017] 2. Overview of the information processing system 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.

[0018] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.

[0019] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and sound output unit 4b based on user operations.

[0020] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.

[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0022] The communication unit 21 is a so-called network interface that is communicably connected to each game device 3 via a communication network 11 such as the Internet and a LAN. The main information received by the information processing device 2 via the communication unit 21 includes download request information for a game program, a gacha lottery request according to a user's operation, a quest execution request, an execution / termination request for auto-play, account information, game data, and the like. The main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding the game medium obtained in the gacha, and the like.

[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), and the like. The storage unit 22 stores various programs including a part of the game program according to the present embodiment and various data related to the game.

[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of the user who plays the game, information such as the user name, the user rank, the status of the player character operated by the user, the amount of consumable media available in the virtual game space, and the information regarding the parameters is stored in association. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information regarding the game media to be selected. In the lottery list, the information regarding the game media (name, ability parameters, rarity, level, etc.) and the selection ratio by the lottery are associated. The ability parameters include, for example, combat power, HP, attack power, defense power, wisdom, or speed when the game media is a player character.

[0025] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.

[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.

[0027] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to a user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."

[0028] <Game Device 3> A display 4a, a sound output unit 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an input unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the input unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.

[0030] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 which is the own device, user information, etc. Note that the user information is at least a part of the information of the user DB221 stored in the storage unit 22 of the information processing device 2. The user DB221 manages the master of the user information, and the storage unit 32 of the game device 3 stores at least a part of this master information distributed from the information processing device 2.

[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3 which is the own device. In particular, the control unit 33 realizes various functions related to the game device 3 which is the own device by reading a predetermined program stored in the storage unit 32. That is, the information processing by software stored in the storage unit 32 is specifically realized by the control unit 33 which is an example of hardware, so that each functional unit described later can be executed. Note that the control unit 33 is not limited to being single, and may be implemented to have a plurality of control units 33 for each function. Or a combination thereof may also be possible.

[0032] In particular, the control unit 33 is configured to execute a game according to the operation of the input device 4c by the user of the game device 3 which is the own device. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or uses the data received from the information processing device 2 to generate two-dimensional or three-dimensional game image information. When the game image information is processed by the graphic processing unit 34a, the processed game image is sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the audio output unit 4b according to the operation of the user of the game device 3 which is the own device when executing the game.

[0033] The graphic processing unit 34a draws a game image including various objects related to characters and the virtual game space in video format according to the game image information output from the control unit 33. The graphic processing unit 34a is connected to a display 4a, for example, of the liquid crystal type, and the game image drawn in video format is displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the sound output unit 4b, and when it reproduces and synthesizes game sounds according to the instructions of the control unit 33, it outputs this from the sound output unit 4b. Note that in the present disclosure, the sound output unit 4b may be any device capable of outputting sound from a sound source generated by sound image localization. The sound output unit 4b is, for example, a speaker, headphones, or the like. "Sound image localization" means generating a sound source (referred to as a sound image) in a certain space such that a user can sense direction and distance. The input unit 34c is connected to the input device 4c and transmits and receives data related to input between the input device 4c. The user inputs a signal to the game device 3 by operating the input device 4c. Note that the input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, a microphone, and the like. Also, when using the input device 4c as a microphone, the user's voice is input as a signal to the game device 3 via the microphone.

[0034] 2.2 Functional Configuration Subsequently, with reference to FIG. 2, each functional configuration of the information processing system 1 will be described.

[0035] <Information Processing Device 2> FIG. 2 is a block diagram showing the functional configuration of the information processing device 2 according to the present embodiment. As shown in FIG. 2, the control unit 23 functions as an information transmission / reception unit 230, a display control unit 231, a game setting unit 232, a game control unit 233, a position acquisition unit 234, a position identification unit 235, and an audio control unit 236 by executing various programs stored in the storage unit 22. That is, the information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and thus can be executed as each functional unit included in the control unit 23.

[0036] The information transmitting / receiving unit 230 is configured to receive or acquire various pieces of information from the game apparatus 3 via the communication network 11 and the communication unit 21. The information transmitting / receiving unit 230 is also configured to transmit or output various pieces of information to the game apparatus 3 via the communication unit 21 and the communication network 11.

[0037] The display control unit 231 is configured to generate display information. Here, "display information" is a concept that includes not only information itself generated in a manner that is visible to the user, such as a screen, an image, an icon, or text, but also rendering information for displaying the information.

[0038] The game settings unit 232 is configured to change the settings of the game.

[0039] The game control unit 233 is configured to control the progress of the game.

[0040] The position acquisition unit 234 is configured to acquire the position of the character in the virtual space.

[0041] The position specifying unit 235 is configured to specify a third position L3 in the virtual space.

[0042] The audio control unit 236 receives input of audio information from the user via the input device 4c. Here, "audio information" refers to information about the audio emitted by the user. The audio control unit 236 is also configured to generate sound information and output sound information with sound image localization from the sound output unit 4b. Here, "sound information" refers to information about a sound that the user can identify by hearing. The sound information with sound image localization allows the user to perceive the direction or position in the virtual space from which the sound is emitted.

[0043] The information transmitting / receiving unit 230, the display control unit 231, the game setting unit 232, the game control unit 233, the position acquisition unit 234, the position identification unit 235, and the audio control unit 236 will be described in detail later.

[0044] 3. Operational flow of information processing system 1 As an example of a preferred game executed by the information processing system 1, an FPS (First-Person Shooter) game will be described. The FPS game of this embodiment is a game in which multiple players each control a character using a gun and cooperate to defeat enemy characters. In this example of the embodiment, the game device 3 will be described as a tablet terminal. Therefore, in the following example, the display 4a is assumed to include an input device 4c.

[0045] In the present disclosure, information processing related to the communication network 11, the communication unit 21, the communication unit 31, and the input device 4c may be abbreviated. For example, the control unit 33 receiving a predetermined input via a user's operation on the input device 4c may be abbreviated to simply "the control unit 33 receiving a predetermined input from the user." Furthermore, the information transmitting / receiving unit 230 transmitting predetermined information to the game apparatus 3 via the communication unit 21, the communication network 11, and the communication unit 31 may be abbreviated to simply "the information transmitting / receiving unit 230 transmitting the predetermined information to the game apparatus 3." Furthermore, the information transmitting / receiving unit 230 receiving predetermined information from the game apparatus 3 via the communication unit 21, the communication network 11, and the communication unit 31 may be abbreviated to simply "the control unit 23 receiving the predetermined information from the game apparatus 3." The same applies to the case where the control unit 33 transmits and receives information to and from the information processing apparatus 2 via the communication unit 31, the communication network 11, and the communication unit 21.

[0046] In the present disclosure, the information processing for causing the display 4a to display information may sometimes be described simply as causing the control unit 33 to display the information on the display 4a. Also, indirectly, since the display control unit 231 causes information to be displayed on the display 4a, it may sometimes be described simply as causing the display control unit 231 to display the information on the display 4a. In that case, for example, the information processing as described below is being executed. For example, the control unit 33 receives an instruction from the user to change the state of the screen. The control unit 33 generates display information based on that instruction. The control unit 33 controls the display on the display 4a based on the generated display information. Also, as another example, the control unit 33 receives an instruction from the user to display information on the screen. The control unit 33 transmits that instruction to the information processing apparatus 2. The information transmission / reception unit 230 receives that instruction from the game apparatus 3. The display control unit 231 generates display information based on that instruction. The information transmission / reception unit 230 transmits the generated display information to the game apparatus 3. The control unit 33 receives the generated display information from the information processing apparatus 2. The control unit 33 controls the display on the display 4a based on the generated display information.

[0047] In the present disclosure, the game device 3-1 is a game device 3 operated by a player P1. The game device 3-1 includes a communication bus 30-1, a communication unit 31-1, a storage unit 32-1, a control unit 33-1, a graphics processing unit 34a-1, an audio processing unit 34b-1, and an input unit 34c-1. The game device 3-1 is also communicatively connected to a display 4a-1, a sound output unit 4b-1, and an input device 4c-1. The game device 3-2 is a game device 3 operated by another player P2. The game device 3-2 also has a configuration similar to that of the game device 3-1 and is communicatively connected to similar devices. To distinguish the game device 3-2 from the game device 3-1, the numbers of the components of the game device 3-2 and the devices connected to the game device 3-2 are prefixed with "-2." For example, the control unit 33 of the game device 3-2 is referred to as the "control unit 33-2." Here, the player P1 is an example of a first user. The other player P2 is an example of a second user. The first user and the second user are examples of users.

[0048] 3.1 Overview of Information Processing This section describes an information processing method of the above-described information processing system 1. Fig. 3 is an activity diagram showing the flow of information processing executed by the information processing system 1.

[0049] (Activity A1) First, the control unit 23 executes authentication processing for the user account. For example, the control unit 33-1 accepts input of account information from the player P1. Next, the control unit 33-1 transmits the account information to the information processing device 2. Next, the control unit 23 receives the account information from the game device 3-1. Next, the control unit 23 determines whether the received account information matches the account information of the player P1 stored in the storage unit 22. If the account information matches, the control unit 23 completes the authentication processing for the user account. Thereafter, the display control unit 231 displays the top screen U1 on the display 4a-1.

[0050] (Activity A2) Next, the control unit 33-1 receives a predetermined input via an operation on the input device 4c-1 by the player P1. Next, the control unit 33-1 transmits information regarding the predetermined input to the information processing device 2. Next, the information transmitting / receiving unit 230 receives information regarding the predetermined input from the game device 3-1. If the predetermined input is an input regarding voice chat settings, the control unit 23 proceeds to processing activity A3. If the predetermined input is an input regarding a quest, the control unit 23 proceeds to processing activity A4. Here, a "quest" refers to game content associated with tasks and conditions to be achieved in the game. A clearing condition is set for each quest. If the clearing condition of a quest is achieved through the user's game action, the user is granted a predetermined reward. Note that a task other than the clearing condition (a so-called mission) may be associated with a quest. By achieving the mission and satisfying the clearing condition, the user is granted a mission clearing reward in addition to the clearing reward.

[0051] (Activity A3) Next, the game setting unit 232 changes the voice chat settings in accordance with the received input regarding the voice chat settings. The voice chat settings include, for example, settings regarding whether or not to apply sound image localization to the voice of the other player P2, settings regarding the circumstances under which sound image localization is applied, and settings regarding whether or not environmental sounds are to be heard along with the voice of the other player P2. Here, "environmental sounds" refer to sounds emitted from objects in the game. Examples of environmental sounds include sounds emitted from tools when the first character C1 or the second character C2 uses a tool, sounds emitted upon contact with a terrain object such as footsteps, sounds emitted from the terrain object itself such as the sound of a flowing river, and cries emitted from enemy objects. Furthermore, environmental sounds do not necessarily have to include the game's background music (BGM). From another perspective, the game setting unit 232 changes settings regarding how the other player P2 hears or communicates the voice chat to the other player P2. Environmental sounds are an example of third sounds.

[0052] (Activity A4) Subsequently, based on the input regarding the received quest, the game setting unit 232 sets the conditions of the quest. Here, examples of the input regarding the quest that can be received include operations of a quest selection button O60 (see FIG. 7) for specifying the quest to play, operations of a matching condition button O61 (see FIG. 7) regarding the matching conditions with other players P2, and the like. Here, the "matching conditions" are the conditions for selecting other players P2 when playing a quest together with other players P2.

[0053] (Activity A5) Subsequently, in response to receiving the pressing of the matching start button O62 from player P1, the control unit 33-1 receives the input of the request for matching start. Next, the control unit 33-1 transmits the request for matching start to the information processing device 2. Next, the information transmission / reception unit 230 receives the request for matching start from the game device 3-1. When receiving the request for matching start, the game setting unit 232 starts the matching process. The "matching process" is a process of preferentially matching players with a high degree of matching of the matching conditions. During the execution of the matching process, the display control unit 231 displays a matching screen U6 on the display 4a. When the game setting unit 232 determines that the conditions for ending the matching process are satisfied, the game setting unit 232 ends the matching process. Examples of the conditions for ending the matching process include when a predetermined time has elapsed, when a predetermined number of other players P2 are gathered by matching, or when an instruction to end the matching process is received by pressing a challenge button O70 (see FIG. 7) from player P1.

[0054] (Activity A6) Subsequently, when the matching process is completed, the game control unit 233 starts a quest. During the progress of the quest, the sound control unit 236 can receive sound input from the player P1 via the input device 4c-1. When sound input from the player P1 is received, the sound control unit 236 generates sound information based on the sound, localizes the generated sound information as a sound image, and outputs it to the sound output unit 4b-2 of the other player P2.

[0055] (Activity A7) Next, the position acquisition unit 234 acquires a first position L1 and a second position L2 in the virtual space. Here, the first position L1 is the position of a first character C1 operated by the player P1. The second position L2 is the position of a second character C2 operated by another player P2. There may be multiple other players P2. In this case, the position acquisition unit 234 acquires multiple second positions L2 corresponding to the second characters C2 of the multiple other players P2.

[0056] (Activity A8) Next, while the quest is in progress, the sound control unit 236 accepts sound input from the user via the input device 4c. As a specific example, the sound control unit 236 accepts input of sound information V1 and V2 from another player P2 via the input device 4c-2. The sound information V1 and V2 are examples of the first sound.

[0057] (Activity A9) Next, the game control unit 233 determines whether a first condition is satisfied based on the status of the game progressing in the virtual space. Here, the "first condition" refers to a condition for the player P1 to be in a special state, and is set by the player P1. That is, the game setting unit 232 sets the condition for the player P1 to be in a special state based on an input by the player P1. That is, if the first condition is satisfied, the player P1 is in a special state.

[0058] Here, the "special state" refers to the time or state when, during the execution of a quest, the conditions for applying audio-visual localization to the user are met. Examples of the special state include at least when a certain user is in a dangerous situation, when a certain user designates a specific object, when a certain user gives an instruction to apply audio-visual localization at that timing, when a certain user utters a certain keyword, and so on. The game setting unit 232 sets the conditions for applying audio-visual localization to the player P1 based on an instruction from the player P1. Also, the game setting unit 232 sets the conditions for applying audio-visual localization to another player P2 based on an instruction from another player P2. Here, the "normal state" refers to the time or state when, during the execution of a quest, it is not in the special state.

[0059] That is, the first condition includes the conditions regarding the situation of the player P1 set by the player P1 using his own condition area R3. Further, the first condition includes the conditions regarding the first parameter associated with the first character C1 in the game proceeding in the virtual space. As a specific example, the first parameter includes a parameter for determining whether the first character C1 is in a dangerous state. In that case, the first parameter may be a parameter that depends on the value of the remaining hit points of the first character C1, the difference in combat power between the first character C1 and the enemy object, and so on. Also, when the first character C1 falls into a trap, the game control unit 233 adjusts the first parameter so that it is determined to be in a dangerous state. That is, during the execution of the quest, the game control unit 233 determines whether the first character C1 is in a dangerous state based on the first parameter.

[0060] The first condition also includes a condition related to the situation of the other player P2, which the other player P2 sets using the opponent condition area R4. Furthermore, the first condition also includes a condition related to a first parameter associated with the second character C2 in the game that progresses in the virtual space. As a specific example, the second parameter includes a parameter that determines whether the second character C2 is in danger. In this case, the second parameter may depend on the remaining hit points of the second character C2, the difference in combat power between the second character C2 and an enemy object, or the like. Furthermore, if the second character C2 falls into a trap, the game control unit 233 adjusts the second parameter so that the second character C2 is determined to be in danger. That is, during the execution of a quest, the game control unit 233 determines whether the second character C2 is in danger based on the second parameter.

[0061] (Activity A10) Next, when the first condition is satisfied in activity A9 (i.e., a special state), the sound control unit 236 outputs sound information S1 to the sound output unit 4b-1 of player P1 in a manner in which a sound image is localized according to the positional relationship between the first position L1 and the second position L2, regardless of the setting made by player P1 on the normal state setting screen U3. The sound information S1 is an example of a first sound. The manner in which a sound image is localized is an example of a second manner.

[0062] (Activity A11) Next, when the first condition is not satisfied in activity A9 (i.e., normal state), the sound control unit 236 outputs sound information to the player P1 in a manner corresponding to the setting on the normal state setting screen U3 of the player P1. For example, when the sound image localization check box O30 is not checked, the sound control unit 236 outputs sound information S2 to the sound output unit 4b-1 of the player P1 without localizing a sound image. On the other hand, when the sound image localization check box O30 is checked, the sound control unit 236 outputs sound information S2 to the sound output unit 4b-1 of the player P1 in a manner in which a sound image is localized according to the positional relationship between the first position L1 and the second position L2. The sound information S2 is an example of a first sound. The manner corresponding to the setting on the normal state setting screen U3 of the player P1 is an example of a first manner.

[0063] (Activity A12) Furthermore, the game control unit 233 determines whether a quest end condition is met while activities A7 to A11 are being executed. When the quest end condition is met, the game control unit 233 ends the quest. "When a quest end condition is met" means when a certain condition is met in the quest. For example, this may be when all players in the quest are killed, when a target enemy player in the quest is defeated, or when the time limit for the quest is reached.

[0064] (Activity A13) Finally, the display control unit 231 generates display information related to the quest result. The graphics processing unit 34a-1 displays a screen related to the result on the display 4a based on the display information related to the quest result. The game control unit 233 also awards rewards to the player P1 and the other player P2 according to the quest result. Thereafter, the game control unit 233 ends the quest.

[0065] In summary, the information processing method executed by the information processing system 1 acquires a first position and a second position in a virtual space. The first position is the position of a first character operated by a first user, and the second position is the position of a second character operated by a second user. The information processing method accepts input of a first sound from a second user. If a first condition is not satisfied, the information processing method outputs the first sound to the first user in a first manner according to a setting by the first user. If the first condition is satisfied, the information processing method outputs the first sound to the first user in a second manner according to the positional relationship between the first position and the second position, regardless of the first manner.

[0066] As a result of the above, it is possible to make the user aware of the game situation in a manner that further enhances the interest of the game. Furthermore, it is possible to provide a technology that applies sound image localization to game strategy. Furthermore, since the information processing in the present disclosure is performed by relatively simple operations, it is possible to reduce the use of cache memory in the information processing device 2 and the game device 3. Furthermore, as a result of being able to reduce the use of cache memory, no large-scale device or computer is required, and therefore information processing can be performed inexpensively. 3.2 Details of information processing Next, details of the information processing will be explained. First, details of the information displayed on the screen until the start of the content will be explained using Figs. 4 to 8. The information processing explained below will be explained as processing performed mainly by the operation of player P1. It may also be assumed that the same processing is performed by the similar operation of another player P2.

[0067] First, the top screen U1 of FIG. 4 will be described. FIG. 4 is a diagram showing an example of screen transition from the top screen U1 to the voice chat setting screen U2. The top screen U1 of FIG. 4 is displayed by performing authentication processing for the user account of the activity A1 of FIG. 3. In response to receiving a press of the setting button O14, the display control unit 231 displays the voice chat setting screen U2 on the display 4a-1. The top screen U1 is a screen for providing various in-game functions to the player P1. The top screen U1 of FIG. 4 includes a usable character area R1, a gacha button O10, a formation button O11, a quest button O12, a battle button O13, and a setting button O14.

[0068] The used character area R1 is an area where the character operated by player P1 in a quest is displayed. The gacha button O10 is a button that displays a screen related to executing gacha. The organization button O11 is a button that displays a screen related to setting up the character operated by player P1. In response to the result of an operation on the screen related to setting up the character, the display control unit 231 changes and displays the used character area R1. The quest button O12 is a button that displays a screen related to executing a quest. The battle button O13 is a button that displays a screen related to a battle with another user. The setting button O14 is a button that displays a screen related to setting up voice chat. In response to receiving a press of any button from player P1, the display control unit 231 displays a screen corresponding to the button on the display 4a-1.

[0069] Next, the voice chat setting screen U2 in FIG. 4 will be described. When a request regarding the setting of the voice chat in the activity A2 in FIG. 3 is input, the voice chat setting screen U2 in FIG. 4 is displayed. The voice chat setting screen U2 is a screen for changing the setting of the voice chat. The voice chat setting screen U2 in FIG. 4 includes a normal state setting button O20, a special state setting button O21, and a position specifying object O22. The normal state setting button O20 is a button for displaying a screen regarding the setting of the voice chat in the normal state. The special state setting button O21 is a button for displaying a screen regarding the setting of the voice chat in the special state. From another perspective, the game setting unit 232 separately changes the setting of the voice chat in the normal state and in the special state.

[0070] The position specifying object O22 is an object for changing the position specifying setting. The game setting unit 232 switches the position specifying setting from on to off or from off to on in response to receiving the selection of the position specifying object O22 by the player P1. Here, the "position specifying setting" is a setting for outputting sound information located by sound image from the specified position using the sound output unit 4b-2 when voice is input from the input device 4c-1 with the player P1 specifying a position.

[0071] FIG. 5 is a diagram showing an example when the screen is transitioned from the voice chat setting screen U2 to the normal state setting screen U3. As shown in FIG. 5, the display control unit 231 displays the normal state setting screen U3 on the display 4a in response to receiving the pressing of the normal state setting button O20. The normal state setting screen U3 is a screen for changing the setting of the voice chat in the normal state.

[0072] Regarding each check box of the present disclosure, in response to receiving the selection of an arbitrary check box from the user, the game setting unit 232 changes the setting from a state where the setting associated with the check box is applied to a state where it is not applied, or from a state where it is not applied to a state where it is applied.

[0073] The normal state setting screen U3 in FIG. 5 includes an audio-visual localization checkbox O30, an ambient sound checkbox O31, and a volume adjustment checkbox O32. The audio-visual localization checkbox O30 is a checkbox for changing settings related to audio-visual localization in the normal state. By setting the audio-visual localization to off in the normal state and on in the special state, the player P1 can listen to sound information from another player P2 in a state where the normal state and the special state are distinguished.

[0074] The ambient sound checkbox O31 is a checkbox for changing the setting of whether to transmit and receive ambient sound together with the user's voice in the normal state. The volume adjustment checkbox O32 is a checkbox for changing the setting of whether to adjust the volume of the ambient sound to be transmitted and received together with the user's voice in the normal state. By turning off or reducing the ambient sound in the normal state, the player P1 can listen to the voice from another player P2 clearly. When the ambient sound checkbox O31 is checked, the display control unit 231 causes the display to enable the selection of the volume adjustment checkbox O32 subordinate to the ambient sound checkbox O31.

[0075] FIG. 6 is a diagram showing an example when the screen is transitioned from the voice chat setting screen U2 to the special state setting screen U4. As shown in FIG. 6, the display control unit 231 causes the special state setting screen U4 to be displayed on the display 4a in response to receiving the pressing of the special state setting button O21. The special state setting screen U4 is a screen for changing the setting of the voice chat in the special state.

[0076] The special state setting screen U4 in FIG. 6 includes a sound quality setting area R2, a self-condition area R3, and a partner-condition area R4. The sound quality setting area R2 is an area for changing the setting related to the sound quality in the special state. The sound quality setting area R2 includes an audio-visual localization checkbox O40, an ambient sound checkbox O41, and a volume adjustment checkbox O42.

[0077] The sound image localization check box O40 is a check box for changing a setting as to whether or not sound image localization is applied in a special state. The environmental sound check box O41 is a check box for changing a setting as to whether or not environmental sound is transmitted and acquired together with the user's voice in a special state. The volume adjustment check box O42 is a check box for changing a setting as to whether or not the volume of environmental sound transmitted and acquired together with the user's voice is adjusted in a special state. When the environmental sound check box O41 is checked, the display control unit 231 displays the volume adjustment check box O42 subordinate to the environmental sound check box O41 so that it can be selected.

[0078] The self condition area R3 is an area for defining a special state of the player P1. The self condition area R3 includes a self status check box O50, a dangerous state check box O51, a specific object discovery check box O52, and a keyword setting check box O53.

[0079] The player's status check box O50 is a check box for changing whether or not a special status is set in the status of the player P1. When the player's status check box O50 is checked, the display control unit 231 displays each of the check boxes O51 to O53 subordinate to the player's status check box O50 so that they can be selected.

[0080] The danger state check box O51 is a check box for setting whether or not a situation in which the first character C1 is in danger is to be treated as a special state. The specific object discovery check box O52 is a check box for setting whether or not a situation in which the player P1 discovers a specific object is to be treated as a special state. The specific object is, for example, a specific enemy object or an item.

[0081] The keyword setting checkbox O53 is a checkbox for setting whether to regard the situation where the player P1 utters a specific keyword as a special state. Here, the specific keyword can be arbitrarily set by the player P1. The keyword set here may be set to something regarded as a directive such as "that" or "this", or may be set to something regarded as a scream such as "gyaa" or "waa", or any keyword such as a password may be set.

[0082] The opponent condition area R4 is an area for defining the special state of the other player P2. The opponent condition area R4 includes an opponent situation checkbox O54, an opponent manual checkbox O55, a danger state checkbox O56, a specific object discovery checkbox O57, and a keyword setting checkbox O58.

[0083] The opponent situation checkbox O54 is a checkbox for changing whether to provide a special state in the situation of the other player P2. When the opponent situation checkbox O54 is in the checked state, the display control unit 231 causes the display to enable the selection of each checkbox O55 to O58 subordinate to the opponent situation checkbox O54.

[0084] The opponent manual checkbox O55 is a checkbox for setting whether to regard the situation where there is an instruction from the other player P2 at an arbitrary timing as a special state. The danger state checkbox O56 is a checkbox for setting whether to regard the situation where the second character C2 is in a dangerous state as a special state.

[0085] The specific item discovery checkbox O57 is a checkbox for setting whether the situation where another player P2 discovers a specific item is to be regarded as a special state. The keyword setting checkbox O58 is a checkbox for switching whether to output the voice from another player P2 by sound localization when another player P2 utters a specific keyword. Regarding the specific keyword, it is the same as the keyword setting checkbox O53.

[0086] Figure 7 is a diagram showing an example when transitioning the screen from the top screen U1 to the quest setting screen U5. The display control unit 231 causes the quest setting screen U5 to be displayed on the display 4a in response to receiving the pressing of the quest button O12. The quest setting screen U5 is a screen related to changing the setting of the quest. The quest setting screen U5 in Figure 7 includes a quest selection button O60, a matching condition button O61, and a matching start button O62.

[0087] The quest selection button O60 is a button for the player P1 to select the quest to play. In response to receiving the operation of the quest selection button O60 from the player P1, the game setting unit 232 changes the quest to play according to the operation result of the quest selection button O60. The matching condition button O61 is a button for specifying the matching condition. Examples of the matching condition include conditions related to the rank of another player P2 in the game, conditions related to the setting of sound localization such as whether sound localization is applied to another player P2, and the like.

[0088] The matching start button O62 is a button for starting matching. In response to receiving a press of the matching start button O62 from the player P1, the game setting unit 232 starts the matching process based on the matching conditions. The game setting unit 232 specifies the setting of a first condition and a second condition. Here, the "second condition" is a condition for the other player P2 to enter a special state and is set for the other player P2. The second condition includes a condition related to the status of the other player P2 set by the other player P2 using the self condition area R3. The second condition also includes a condition related to the status of the player P1 set by the other player P2 using the opponent condition area R4. From another perspective, the second condition is a condition for outputting sound information to the other player P2 in a sound image localized manner when input of sound information from the player P1 is received. The sound information is an example of the second sound. That is, the game setting unit 232 sets the condition for the other player P2 to enter a special state based on the input by the other player P2.

[0089] In the matching process, the game control unit 233 matches a first user with a second user based on the first condition setting and the second condition setting, and associates them with a virtual space. As a specific example, the game control unit 233 determines whether the matching condition specified by the player P1 using the matching condition button O61 is similar to the second condition. The game control unit 233 also determines whether the matching condition specified by the other player P2 using the matching condition button O61 is similar to the first condition. The game control unit 233 matches the player P1 with the other player P2 based on these determinations. The game control unit 233 associates the matched first character C1 of the player P1 and the second character C2 of the other player P2 with a virtual space. This allows users with similar game settings to be matched, further increasing users' interest in the game.

[0090] FIG. 8 is a diagram illustrating an example of transitioning the screen from the quest setting screen U5 to the matching screen U6. In response to receiving a press of the matching start button O62, the display control unit 231 displays the matching screen U6 on the display 4a-1. The matching screen U6 is a screen related to the matching status. The matching screen U6 includes player information areas R5 and R6, a challenge button O70, and a disband button O71. The player information area R5 is an area where information about the player's character and information about the player's sound image localization settings are displayed. The player information area R6 is an area where information about the character of the other player who has been matched and the sound image localization settings of the other player who has been matched are displayed. The display control unit 231 displays information for identifying the other player P2 who has been matched in the player information area R6. In FIG. 8, players 2 and 3 have their sound image localization settings turned on, and player 4 has their sound image localization settings turned off.

[0091] Furthermore, when a user does not set a condition related to the sound image localization setting as a matching condition, the display control unit 231 may distinguishably display users who have turned on the application of sound image localization from users who have turned it off on the matching screen U6. When there are both users who apply sound image localization and users who do not apply sound image localization, the display control unit 231 may display information prompting a user who does not apply sound image localization to change the sound image localization setting, such as "Do you want to turn on the sound image localization setting?", on the display 4a-1 of the user who does not apply sound image localization. This allows the user to play the game with the setting changed to match the matched user, thereby further increasing the user's interest in the game.

[0092] The challenge button O70 is a button for starting a quest. The disband button O71 is a button for canceling matching. In response to pressing the challenge button O70, the game control unit 233 starts a quest. The game control unit 233 executes an FPS game with a play image such as that shown in FIGS. 9 to 11.

[0093] Next, the play image of the FPS game will be described with reference to FIGS. 9 to 11. In FIGS. 9 to 11, player P1 and other player P2 are users who play the FPS game and are executing a quest in cooperation. In FIGS. 9 to 11, the voice control unit 236 receives inputs of voice information V1 and V2 from other player P2. At this time, the game control unit 233 determines whether the first condition is satisfied based on the situation of the game progressing in the virtual space. When the first condition is satisfied, the voice control unit 236 outputs voice information S1 as shown in FIG. 9, and when the first condition is not satisfied, the voice control unit 236 outputs voice information S2 as shown in FIG. 10 or FIG. 11. Player P1 and other player P2 are examples of users.

[0094] FIG. 9 is a diagram showing an example of the play image of the FPS game when the first condition according to the present embodiment is satisfied. When the first condition is satisfied (i.e., in a special state), the voice control unit 236 outputs voice information S1 to the sound output unit 4b-1 of player P1 in a mode of sound image localization according to the positional relationship between the first position L1 and the second position L2, regardless of the setting of the normal state setting screen U3 by player P1.

[0095] In addition, the voice control unit 236 generates a synthesized sound by synthesizing the voice information S1 and the ambient sound B1 generated from the sound source related to the second position L2. The voice control unit 236 outputs the synthesized sound to the sound output unit 4b-1 of player P1. Here, the ambient sound B1 is an ambient sound generated when the second character C2 such as "Dokaan" is attacked by an enemy character, and is an example of the third sound. The third position L3 is the position of the sound source related to the second position L2. In FIG. 9, the second position L2 of the second character C2 becomes the sound source when the second character C2 is attacked, so that the synthesized sound obtained by synthesizing the voice information S1 and the ambient sound B1 is output to player P1, and thus it is possible to provide a technique for enabling the user to recognize the situation of the game in a manner that enhances the interest of the game.

[0096] When the volume of the ambient sound B1 exceeds the threshold value, or when the positional relationship between the second position L2 and the third position L3 satisfies the third condition, the audio control unit 236 adjusts the volume of the sound information S1 or the ambient sound B1. For example, when the ambient sound B1 such as "Dokaan" is too loud, the audio control unit 236 increases the volume of the sound information S1, decreases the volume of the ambient sound B1, or performs both volume increase and decrease in order to make the player P1 more likely to hear the sound information S1 such as "Kyaa!". Further, the third condition is a condition regarding the proximity between the second position L2 and the third position L3 in the virtual space. For example, the audio control unit 236 determines that the third condition is satisfied when the distance between the second position L2 and the third position L3 in the virtual space is smaller than a predetermined value. As a specific example, when the second position L2 and the third position L3 are close, the audio control unit 236 increases the volume of the sound information S1, decreases the volume of the ambient sound B1, or performs both volume increase and decrease in order to make the player P1 more likely to hear the sound information S1 such as "Kyaa!". The audio control unit 236 outputs the sound information S1 or the ambient sound B1 with the adjusted volume to the sound output unit 4b-1 of the player P1. As a result, a synthesized sound obtained by adjusting the sound information S1 or the ambient sound B1 according to the third condition is output to the player P1, and it is possible to provide a technology that can make the user recognize the game situation in a manner that further enhances the interest of the game.

[0097] Figures 10 to 11 are diagrams showing an example of a play image of a FPS game when the first condition according to this embodiment is not satisfied. When the first condition is not satisfied (i.e., the normal state), the voice control unit 236 outputs the sound information S2 to the player P1 in a manner corresponding to the settings of the normal state setting screen U3 of the player P1. For example, when the audio-visual localization checkbox O30 is not checked, the voice control unit 236 outputs the sound information S2 to the sound output unit 4b-1 of the player P1 without audio-visual localization as shown in FIG. 10. On the other hand, when the audio-visual localization checkbox O30 is checked, the voice control unit 236 outputs the sound information S2 to the sound output unit 4b-1 of the player P1 in a manner of audio-visual localization according to the positional relationship between the first position L1 and the second position L2 as shown in FIG. 12. Thereby, when the first condition is not satisfied, since the sound information S2 is output to the player P1 in the first mode, it is possible to provide a technique for allowing the user to recognize the game situation in a mode that can enhance the interest of the game. [Others]

[0098] The "button press" and "checkbox selection" in this embodiment are examples of "object operations", and any mode that can receive an instruction from the user may be used.

[0099] In this embodiment, it has been described that "when the first condition is not satisfied, the first sound is output to the first user in the first mode according to the setting by the first user". Here, the first mode does not have to be set by the first user. That is, the first mode may be arbitrarily set by the information processing apparatus 2 at an arbitrary timing. Also, the first mode may be set in advance.

[0100] That is, the control unit acquires a first position and a second position in the virtual space, where the first position is the position of a first character operated by a first user and the second position is the position of a second character operated by a second user, accepts input of a first sound from the second user, and if a first condition is not satisfied, outputs the first sound to the first user in a first manner that is not set by the user, and if the first condition is satisfied, outputs the first sound to the first user in a second manner that corresponds to the positional relationship between the first position and the second position, regardless of the first manner.

[0101] In this embodiment, the information transmission / reception unit 230, the display control unit 231, the game setting unit 232, the game control unit 233, the position acquisition unit 234, the position identification unit 235 and the audio control unit 236 are described as functional units realized by the control unit 23 of the information processing device 2, but at least some of these may be implemented as functional units realized by the control unit 33 of the game device 3.

[0102] An aspect of the present embodiment may be a program. The program causes a computer to function as a control unit of the information processing system 1. The information processing method is an information processing method executed by the information processing system 1.

[0103] Furthermore, it may be provided in the following aspects.

[0104] (1) An information processing system having a control unit, the control unit acquires a first position and a second position in a virtual space, where the first position is the position of a first character operated by a first user and the second position is the position of a second character operated by a second user, and accepts input of a first sound from the second user, and if a first condition is not satisfied, outputs the first sound to the first user in a first manner according to a setting made by the first user, and if the first condition is satisfied, outputs the first sound to the first user in a second manner according to a positional relationship between the first position and the second position, regardless of the first manner.

[0105] According to such a configuration, when the first condition is satisfied, regardless of the first aspect, the first sound is output to the first user in a second aspect corresponding to the positional relationship between the first position and the second position. Therefore, it is possible to provide a technique capable of making the user recognize the game situation in a manner that further enhances the interest of the game.

[0106] (2) In the information processing system according to (1) above, the control unit determines whether the first condition is satisfied based on the situation of the game progressing in the virtual space.

[0107] According to such a configuration, based on the situation of the game progressing in the virtual space, it is determined whether the first condition is satisfied. Therefore, it is possible to provide a technique capable of making the user recognize the game situation in a manner that further enhances the interest of the game.

[0108] (3) In the information processing system according to (1) or (2) above, the first condition includes a condition regarding a second parameter associated with the second character in the game progressing in the virtual space.

[0109] According to such a configuration, based on the second parameter associated with the second character, it is determined whether the first condition is satisfied. Therefore, it is possible to provide a technique capable of making the user recognize the game situation in a manner that further enhances the interest of the game.

[0110] (4) In the information processing system according to (3) above, the first condition further includes a condition regarding a first parameter associated with the first character in the game progressing in the virtual space.

[0111] According to such a configuration, since it is determined whether the first condition is satisfied based on the first parameter associated with the first character, it is possible to provide a technique capable of making the user recognize the game situation in a manner that further enhances the interest of the game.

[0112] (5) In the information processing system according to any one of (1) to (4) above, the first condition is a condition that can be set based on an input by the first user.

[0113] According to such a configuration, since the first condition can be set based on an input by the user, it is possible to provide a technique capable of making the user recognize the game situation in a manner that further enhances the interest of the game.

[0114] (6) In the information processing system according to (5) above, the control unit specifies the setting of the second condition of the second user, where the second condition is a condition for outputting the second sound to the second user in the second mode when the first user receives an input of the second sound, and based on the setting of the first condition and the setting of the second condition, the first user and the second user are matched and associated with the virtual space.

[0115] According to such a configuration, based on the setting of the first condition of the first user and the setting of the second condition of the second user, the first user and the second user are matched and associated with the virtual space, so it is possible to provide a technique for further enhancing the interest of the game.

[0116] (7) In the information processing system according to any one of (1) to (6) above, the control unit generates a synthesized sound by synthesizing the first sound and a third sound generated from a sound source associated with the second position, and outputs the synthesized sound to the first user.

[0117] With this configuration, a synthetic sound obtained by synthesizing the first sound and the third sound is output to the first user, thereby providing a technology that allows the user to recognize the status of the game in a manner that further enhances the enjoyment of the game.

[0118] (8) In the information processing system described in (7) above, the control unit adjusts the volume of the first sound or the third sound when the volume of the third sound exceeds a threshold value or when the positional relationship between the second position and a third position that is the sound source of the third sound satisfies a third condition, and outputs the first sound or the third sound with the adjusted volume to the first user.

[0119] According to this configuration, a synthesized sound obtained by adjusting the first sound or the third sound is output to the first user according to the third condition, thereby providing a technology that allows the user to recognize the status of the game in a manner that further enhances the interest of the game.

[0120] (9) A program for causing a computer to function as the control unit of the information processing system according to any one of (1) to (8) above.

[0121] (10) An information processing method, comprising the processes executed by the control unit of the information processing system according to any one of (1) to (8) above. Of course, this is not the case.

[0122] Finally, while various embodiments of the present disclosure have been described, they are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]

[0123] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 221: User DB 23: Control section 230: Information transmission and reception unit 231: Display control unit 232: Game Settings 233: Game control unit 234: Position acquisition part 235:Location specifying section 236: Audio control section 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Input section 4a: Display 4b: Sound output section 4c: Input Device A: Unexplored territory C1: First character C2: Second character L1: 1st position L2: 2nd position L3: 3rd position N: Network O10: Gacha button O11: Formation button O12: Quest button O13: Battle button O14: Settings button O20: Normal state setting button O21: Special state setting button O22: Positioned object O30: Sound image localization checkbox O31: Environmental sound checkbox O32: Volume adjustment checkbox O40: Sound localization checkbox O41: Ambient sound checkbox O42: Volume adjustment checkbox O50: Self - situation checkbox O51: Danger status checkbox O52: Specific object discovery checkbox O53: Keyword setting checkbox O54: Opponent's situation checkbox O55: Opponent's manual operation checkbox O56: Danger status checkbox O57: Specific object discovery checkbox O58: Keyword setting checkbox O60: Quest selection button O61: Matching condition button O62: Matching start button O70: Challenge button O71: Dissolution button P1: Player P2: Other player R1: Character usage area R2: Sound quality setting area R3: Switching condition area R4: Player information area R5: Player information area S1: Sound information S2: Sound information U1: Top screen U2: Voice chat setting screen U3: Normal state setting screen U4: Special state setting screen U5: Quest setting screen U6: Matching screen V1: Voice information V2: Voice information W: Flute item

Claims

1. An information processing system, comprising a control unit, wherein the control unit acquires a first position and a second position within a virtual space, where the first position is the position of a first character operated by a first user, and the second position is the position of a second character operated by a second user, receives an input of voice information from the second user as an input of a first sound, when a first condition is not satisfied, outputs the first sound to the first user in a first mode according to settings by the first user, where the first condition is a condition related to at least one of the situation of the first character and the situation of the second character, when the first condition is satisfied, outputs the first sound to the first user in a second mode according to the positional relationship between the first position and the second position, regardless of the first mode. An information processing system.

2. In the information processing system according to Claim 1, wherein the control unit determines whether the first condition is satisfied based on the situation of a game progressing in the virtual space. An information processing system.

3. In the information processing system according to Claim 1, the first condition includes a condition related to a second parameter associated with the second character in a game progressing in the virtual space. An information processing system.

4. In the information processing system according to Claim 3, the first condition further includes a condition related to a first parameter associated with the first character in a game progressing in the virtual space. An information processing system.

5. In the information processing system according to Claim 1, the first condition is a condition that can be set based on an input by the first user. An information processing system.

6. In the information processing system according to Claim 5, wherein the control unit identifies settings of a second condition of the second user, where the second condition is a condition for outputting the second sound to the second user in the second mode when receiving an input of voice information from the first user as an input of a second sound, matches the first user and the second user based on the settings of the first condition and the settings of the second condition, and associates them with the virtual space. An information processing system.

7. In the information processing system according to Claim 1, wherein the control unit Generate a synthesized sound by synthesizing the first sound and a third sound generated from a sound source associated with the second position, Output the synthesized sound to the first user, An information processing system.

8. In the information processing system according to claim 7, The control unit, When the volume of the third sound exceeds a threshold value, or when the positional relationship between the second position and the third position which is the sound source of the third sound satisfies a third condition, adjust the volume of the first sound or the third sound, Output the first sound or the third sound with the adjusted volume to the first user, An information processing system.

9. A program, A program for causing a computer to function as the control unit of the information processing system according to any one of claims 1 to 8.

10. An information processing method, Comprising each process executed by the control unit of the information processing system according to any one of claims 1 to 8, An information processing method.

Citation Information

Patent Citations

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