Game program, game system, game processing method, and game device

By transitioning background music from stereo to monaural based on character position, the game program maintains audio quality and depth perception, addressing the challenge of distant character sounds in virtual spaces.

JP7758714B2Active Publication Date: 2025-10-22NINTENDO CO LTD
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Patent Information

Application Number
JP2023180437
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-19
Publication Date
2025-10-22
Estimated Expiration
2043-10-19

AI Technical Summary

Technical Problem

Existing game technologies struggle to maintain audible background music volume and stereo effect when characters are positioned far apart, leading to difficulty in hearing the sound.

Method used

The game program controls background music playback, transitioning from stereo to monaural output based on character position, adjusting stereo and monaural components to create a sense of depth by altering the audio format as the character moves within the virtual space.

Benefits of technology

This approach ensures consistent background music volume and stereo effect, providing a clear sense of depth and movement through audio cues, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a novel method of BGM output control capable of expressing a feeling of depth.SOLUTION: The method, within a virtual space, controls a predetermined character and outputs in stereo a first BGM sound based on a stereo sound source for BGM, in a first scene. The method in a second scene in which the predetermined character is positioned on a deep side within the virtual space, outputs in stereo a second BGM sound by a sound obtained by reducing stereo components from a sound of the stereo sound source and increasing monaural components, on the basis of the stereo sound source for BGM.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

[0001] The present disclosure relates to an audio control process for outputting background music based on a stereo sound source to a speaker. [Background technology]

[0002] BACKGROUND ART Conventionally, there is known a technique for correcting the volume of a sound reproduced in a game in accordance with the height distance between a predetermined character and a predetermined object in a virtual space (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-100777 Summary of the Invention [Problem to be solved by the invention]

[0004] With the above technology, when a specific character and a specific object are far apart, the volume of the sound played in the game is reduced, which can make the sound difficult to hear. [Means for solving the problem]

[0005] In view of the above, the following configuration example can be given.

[0006] (Configuration 1) Configuration 1 is a game program that causes a computer of an information processing device to control a predetermined character in a virtual space, and in a first scene, causes a first BGM sound to be output in stereo based on a stereo sound source for BGM, and in a second scene in which the predetermined character is positioned at the back of the virtual space, causes a second BGM sound to be output in stereo based on the stereo sound source for BGM, with the stereo components reduced and the monaural components increased from the sound of the stereo sound source.

[0007] According to the above configuration example, when a predetermined character is located in the background, the background music is output in a monaural format instead of stereo, thereby enabling the background music to express a sense of depth.

[0008] (Configuration 2) In configuration 2, in configuration 1, the first scene may be a scene in which the predetermined character is in a first range on the front side of the virtual space, and the second scene may be a scene in which the predetermined character is in a second range on the back side of the virtual space. The computer may further move the predetermined character to the second range when a first condition is satisfied in the first scene.

[0009] According to the above configuration example, as the predetermined character moves to the rear, the background music changes to a monaural sound, so that the player can get the feeling that he or she has moved to the rear.

[0010] (Configuration 3) In configuration 3, in configuration 2, when a second condition is satisfied in the second scene, the predetermined character may be moved to the first range.

[0011] According to the above configuration example, when a specified character that has moved to the second range (back side) returns to the first range (front side), the monophonic background music is returned to its original state, thereby expressing the occurrence of movement between the back side and the front side through playback control of the background music.

[0012] (Configuration 4) Configuration 4 may be configured in the above-mentioned configuration 1, wherein the computer determines, in the second scene, the degree to which the stereo component is reduced and the monaural component is increased from the sound of the stereo sound source, based on a depth value of a predetermined character.

[0013] According to the above configuration example, the further the predetermined character is located, the more monophonic the BGM can be made, which allows a sense of depth to be expressed by the BGM changing in accordance with the movement of the predetermined character.

[0014] (Configuration 5) Configuration 5 may be the same as configuration 1, in which the computer generates a second background music sound in a second scene by synthesizing a first sound of a stereo sound source for background music with a second sound at a first ratio, and synthesizing the second sound with the first sound at the first ratio, and outputting the generated sound in stereo.

[0015] (Configuration 6) Configuration 6 is the same as configuration 5, and may further cause the computer to generate a second BGM sound in a second scene by reducing the volume of a sound obtained by adding a first sound of a stereo sound source for BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

[0016] According to the above configuration example, the volume of the second BGM can be adjusted to an appropriate volume and output.

[0017] (Configuration 7) In a seventh aspect of the present invention, in any one of the first to sixth aspects, the predetermined character may be a player character. The computer may then be caused to control the movement of the player character based on an operational input.

[0018] According to the above configuration example, the player can auditorily determine whether the player character is located in the back or in the front. [Effects of the Invention]

[0019] According to the present disclosure, when a predetermined character is located at the back, the background music can be changed from stereo to monaural to express a sense of depth. [Brief explanation of the drawings]

[0020] [Figure 1] FIG. 2 is a block diagram showing an example of the internal configuration of the game device 2. [Figure 2] An example of a game screen according to this embodiment [Figure 3] Bird's-eye view of the virtual space [Figure 4] An example of a game screen according to this embodiment [Figure 5] FIG. 1 is a diagram for explaining the principle of processing according to this embodiment. [Figure 6] FIG. 1 is a diagram for explaining the principle of processing according to this embodiment. [Figure 7] FIG. 1 is a diagram for explaining the principle of processing according to this embodiment. [Figure 8] A memory map showing an example of various data stored in the storage unit 84. [Figure 9] A flowchart showing details of game processing according to the present embodiment. [Figure 10] Flowchart showing details of the stereo-mono adjustment process DETAILED DESCRIPTION OF THE INVENTION

[0021] An embodiment will be described below.

[0022] [Hardware configuration of information processing device] First, an information processing device for executing information processing according to this embodiment will be described. The information processing device is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, etc. Furthermore, the information processing according to this embodiment can also be applied to an information processing system configured from such a game device or the like and a predetermined server. In this embodiment, a stationary game device (hereinafter simply referred to as a game device) will be described as an example of the information processing device. Furthermore, game processing will be described as an example of information processing.

[0023] FIG. 1 is a block diagram showing an example of the internal configuration of a game device 2 according to this embodiment. The game device 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the game device 2, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit 84. The storage unit 84 may be, for example, an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium inserted into a slot (not shown).

[0024] The game device 2 also includes a controller communication unit 86 for wired or wireless communication between the game device 2 and the controller 4. Although not shown in the drawings, the controller 4 is provided with various buttons such as a cross key and ABXY buttons, an analog stick, and the like.

[0025] Furthermore, the game device 2 is connected to a display unit 5 (e.g., a liquid crystal monitor or the like) and stereo speakers 6 via an image and audio output unit 87. The processor 81 outputs, for example, an image generated by executing the above-described information processing to the display unit 5 via the image and audio output unit 87. Furthermore, the processor 81 outputs the generated audio signal to the stereo speakers 6 via the image and audio output unit 87.

[0026] [Outline of Game Processing in This Embodiment] Next, an outline of the operation of the game processing executed by the game device 2 according to this embodiment will be described. First, the game assumed in this embodiment is a game in which a player character object (hereinafter referred to as a player character) is operated in a virtual three-dimensional game space (hereinafter referred to as a virtual game space). FIG. 2 shows an example of a game screen related to this game. FIG. 2 shows a virtual space including a first area and a second area. FIG. 2 also shows a player character 101 in the first area. Furthermore, a gate object 102a in the first area and a gate object 102b in the second area (hereinafter sometimes collectively referred to as a gate) are also shown. Although not shown in the drawing, background music based on a stereo sound source is also played in this game.

[0027] In this game, the first and second areas are not contiguous but are geographically separated. FIG. 3 shows a schematic diagram of a virtual space of this game. As shown in FIG. 3, the first and second areas are not contiguous. In this game, gates 102 are used to enable movement between the first and second areas. Specifically, when the player character 101 comes into contact with gate 102a located in the first area, the player character 101 can be moved toward gate 102b located in the second area, as shown in FIG. 4. Conversely, when the player character 101 is in the second area, when the player character 101 comes into contact with gate 102b, the player character 101 can be moved toward gate 102a. In other words, in this game, by having the player character 101 pass through the gate 102, the player character 101 is warped to the position of the gate 102 in the other area.

[0028] In the following description, a situation in which the player character 101 is in the first area will be referred to as a "first scene." Also, a situation in which the player character 101 is in the second area will be referred to as a "second scene."

[0029] In this game, background music based on a stereo sound source is played during the game as described above. In this embodiment, the way in which this background music is played is devised so that the player can feel the depth of the virtual space just by listening to the background music.

[0030] An overview of the processing and the principles of the processing in this embodiment will be described below. In this embodiment, a sense of depth is expressed by controlling the playback of background music differently between the first scene and the second scene. As the different controls, in this embodiment, when it is desired to express the "front side" of the virtual space, the background music is played back in stereo sound, and when it is desired to express the "back side" of the virtual space, the background music is played back in monaural sound. Specifically, in the first scene, the background music based on the stereo sound source is played back as is. "Playback as is" means that, as shown in FIG. 5, the sound based on the left channel sound data included in the stereo sound source (hereinafter referred to as "L sound") is output from the left speaker (L speaker) at 100% volume, and the sound based on the right channel sound data (hereinafter referred to as "R sound") is output from the right speaker (R speaker) at 100% volume. Hereinafter, the background music in the first scene will be referred to as "first background music sound." Furthermore, the BGM sound output in a second scene, as will be described later, is referred to as the “second BGM sound.” In the game processing, the BGM may be subjected to audio effects such as reverb and echo and output as the first BGM sound and the second BGM sound.

[0031] On the other hand, in the second scene, audio obtained by reducing the stereo components from the audio of the stereo sound source and increasing the monaural components is stereo-output as the second BGM audio. Specifically, in this embodiment, this is achieved by mixing the audio for each left and right channel output from the left and right speakers with the audio for the other channel and outputting it. For example, as shown in FIG. 6, the L speaker outputs an audio obtained by combining an L audio at 100% volume with an R audio at 20% volume. Also, the R speaker outputs an audio obtained by combining an R audio at 100% volume with an L audio at 20% volume. This is based on the viewpoint that stereo audio heard from a nearby stereo sound source has a clearer stereo effect, whereas stereo audio heard from a distant stereo sound source sounds weaker. In other words, when audio heard from a distant stereo sound source, the difference between the sounds reaching the left and right ears becomes smaller, the stereo effect is weakened, and it sounds similar to listening to monaural audio. Therefore, assuming that the positional relationship between the left and right speakers and the player does not change, in the case of the audio output control shown in FIG. 5, there is a clear difference between the sounds heard from the left and right speakers, and therefore the player is likely to perceive a sense of stereo. On the other hand, for example, as shown in FIG. 7, assume that the sound of the other channel is added to the left and right speakers at a volume of 100 and output. In this case, the sounds heard from the left and right speakers will ultimately be the same. In other words, since there is no difference between the sounds heard from the left and right channels, it is possible to hear sounds equivalent to monaural sounds (note that the output control itself is stereo output control). In other words, by adding the sound of the other channel to the sound of the left and right channels, it is possible to reduce the stereo components and increase the monaural components. Based on this viewpoint, in this embodiment, in the first scene in which the player character 101 is closer to the player (toward the virtual camera), the background music is reproduced as a stereo sound source as is. On the other hand, in the second scene where the player character 101 is at the back, the sound of the left and right channels is added to the output of the other channel, thereby changing the background music to sound more like monaural and playing it back.This gives the player the impression that the background music is coming from further away in the second scene, providing a sense that the player character 101 has moved further back. In other words, the sense of depth in the virtual space can be expressed by changing the way the background music is heard (the way it is heard).

[0032] In the following description, the degree to which the stereo components are reduced and the monaural components are increased is referred to as the "monaural ratio." In this embodiment, the mono ratio is expressed as a value within a range of 0.0 to 1.0. When the mono ratio is 0.0, as shown in FIG. 5, the audio from each channel is not added to the audio from the other channel (normal stereo audio). When the mono ratio is 1.0, as shown in FIG. 7, the audio from each channel is added to the audio from the other channel at a rate of 100% and output (effectively monaural audio). When the mono ratio is 0.2, for example, the audio from the other channel is added at 20% to each of the left and right output audio, as shown in FIG. 6.

[0033] In this embodiment, the upper limit of the monaural ratio in the second scene is set to 0.2. Of course, this is just one example, and in other embodiments, the upper limit of the monaural ratio in the second scene may be set to 1.0. In this embodiment, the monaural ratio is not instantaneously reflected at the same time as the transition from the first area to the second area at the gate 102, but is controlled so that the monaural ratio gradually increases to the upper limit over a short period of time. This is also true when the monaural ratio is lowered when transitioning from the second area to the first area. In other embodiments, the monaural ratio may be instantaneously reflected.

[0034] However, simply adding the audio from one channel to the audio output from the left and right speakers as described above may result in a loud overall volume. For this reason, in this embodiment, the volume of the audio that is ultimately output is also adjusted (details will be described later).

[0035] [Details of the game processing of this embodiment] Next, the game processing in this embodiment will be described in more detail with reference to FIGS.

[0036] [About data usage] First, the various data used in this game processing will be described. Fig. 8 is a memory map showing an example of the various data stored in the storage unit 84 of the game device 2. The storage unit 84 includes a program storage area 301 and a data storage area 303. The program storage area 301 stores a game processing program 302. The data storage area 303 stores BGM data 304, object data 305, operation data 306, stage data 307, monaural rate data 308, a changing flag 309, a current area flag 310, etc.

[0037] The game processing program 302 is a program for executing the game processing according to this embodiment, and also includes program code for executing the above-mentioned BGM output control.

[0038] The BGM data 304 is data of the BGM of the stereo sound source, and therefore includes left channel data 304L, which is audio data for the left channel, and right channel data 304R, which is audio data for the right channel.

[0039] The object data 305 is data relating to various objects that appear in the game, and includes data on the player character 101 and the gate 102.

[0040] The operation data 306 is data indicating the content of operations performed on the controller 4. In this embodiment, the operation data 306 includes data indicating the press state of buttons such as a cross key and the input state of an analog stick provided on the controller 4. The content of the operation data 306 is updated at a predetermined cycle based on a signal from the controller 4.

[0041] The stage data 307 is data that defines the configuration of the virtual space that is the stage for the game, and includes information indicating the topography and layout of the first and second areas, as well as information indicating the locations of various objects such as the gate 102.

[0042] The monaural ratio data 308 indicates the currently set monaural ratio. In this example, the monaural ratio data 308 is a value within the range of 0.0 to 1.0, and is initially set to 0.0.

[0043] The changing flag 309 is a flag for indicating whether or not the player character 101 has just moved to the other area using the gate 102. In this embodiment, as described above, when the player character 101 moves to the other area using the gate 102, the mono ratio is gradually changed to change the stereo feeling of the BGM. The changing flag 309 can also be said to be a flag for indicating whether or not the mono ratio is being changed from the time the player character 101 moved to the other area until it reaches the upper limit value (0.2 in this example) or the lower limit value (0.0).

[0044] The current area flag 310 is a flag for indicating whether the player character 101 is in the first area or the second area. That is, it is a flag for determining whether the current situation is the first scene or the second scene. In this embodiment, when the current area flag 310 is off, it indicates the first scene, and when it is on, it indicates the second scene.

[0045] In addition, the storage unit 84 stores various types of data used in the game processing as needed.

[0046] [Details of the processing performed by Processor 81] Next, the game processing according to this embodiment will be described in detail. Note that the processing relating to the control of the BGM as described above will be mainly described here, and detailed descriptions of other game processing will be omitted.

[0047] FIG. 9 is a flowchart showing details of the game processing according to this embodiment. In this embodiment, the flowchart is realized by one or more processors reading and executing the program stored in one or more memories. The processing loop of steps S1 to S10 shown in FIG. 9 is executed repeatedly for each frame. Furthermore, this flowchart is merely an example of the processing procedure. Therefore, the processing order of each step may be changed as long as the same results are obtained. Furthermore, the values ​​of variables and thresholds used in the determination steps are merely examples, and other values ​​may be used as necessary.

[0048] When the game processing according to this embodiment starts, first, in step S1, processor 81 acquires operation data 306. Next, in step S2, processor 81 controls the movement of player character 101 based on the operation content. As a result, the position of player character 101 may change.

[0049] Next, in step S3, processor 81 determines whether or not player character 101 has come into contact with any of the gates 102. If the result of this determination is that player character 101 has come into contact (YES in step S3), in step S4 processor 81 moves player character 101 to a position on the side of another gate 102 that is associated with the gate with which player character 101 has come into contact. At this time, for example, an animation of player character 101 passing through gate 102 is displayed, and an effect of player character 101 moving is also performed.

[0050] Next, in step S5, processor 81 sets changing flag 309 to ON.

[0051] Next, in step S7, the processor 81 executes a stereo-monaural adjustment process. FIG. 10 is a flowchart showing the details of this process. First, in step S21, the processor 81 generates audio for each of the left and right channels by adjusting the monaural and stereo components based on the BGM data 304 and the monaural rate data 308. That is, the processor 81 synthesizes audio at 100% volume for each of the left and right channels with audio for the other channel whose volume is adjusted based on the monaural rate data 308. For example, if the monaural rate data 308 is 0.0, the audio for the other channel is 0%, and as a result, only audio for the left and right channels with a volume of 100% is generated. That is, the monaural component is not increased, and audio adjusted to contain only the stereo component (see FIG. 5 above) is generated. Also, if the monaural rate data 308 is 0.1, for example, audio is generated by synthesizing audio at 100% volume output from each channel with audio data for the other channel whose volume is adjusted to 10%. Also, if the monaural ratio data 308 is, for example, 0.2, as shown in Figure 6 above, audio is generated by synthesizing audio output from each channel at 100% volume with audio from the other channel at 20% volume.

[0052] Next, in step S22, processor 81 determines, based on current area flag 310, whether player character 101 is in the first area (first scene). If the determination result shows that player character 101 is not in the first area (NO in step S22), the current scene is considered to be the second scene, and player character 101 has just moved from the first area to the second area. In this case, processing is performed to gradually change the background music to a more monophonic sound. First, in step S23, processor 81 determines whether the current monophonic rate indicated by monophonic rate data 308 has exceeded the upper limit (0.2 in this example). If the determination result shows that the current monophonic rate has exceeded the upper limit (YES in step S23), processor 81 sets changing flag 309 to OFF in step S27. On the other hand, if the upper limit has not yet been exceeded (NO in step S23), processor 81 adds a predetermined value (e.g., 0.01) to monophonic rate data 308 in step S24. Thereafter, the processor 81 ends the mono-stereo adjustment process.

[0053] On the other hand, if the determination result in step S22 above indicates that the player character 101 is in the first area (YES in step S22), it is considered that the player character 101 has just moved from the second area to the first area. In this case, a process is performed to gradually restore the BGM, which has been adjusted to be more monophonic, to its original state. First, in step S25, the processor 81 determines whether or not the current monophonic ratio indicated by the monophonic ratio data 308 has reached a lower limit value (0.0 in this example). If the determination result indicates that the current monophonic ratio has reached the lower limit value (YES in step S25), the processor 81 sets the changing flag 309 to OFF in step S27. On the other hand, if the lower limit value has not yet been reached (NO in step S25), the processor 81 subtracts a predetermined value (e.g., 0.01) from the monophonic ratio data 308 in step S26. Thereafter, the processor 81 ends the monophonic-to-stereo adjustment process.

[0054] Returning to Fig. 9, next, in step S8, the processor 81 adjusts the overall volume. If the audio of the other channel is added in the above adjustment process, the overall volume becomes louder, so in this process, the overall volume is lowered. Specifically, the processor 81 calculates the volume attenuation rate using the following formula: Attenuation rate = cos(monaural rate × 60°) Equation 1 The processor 81 then determines the final output volume by multiplying the volume of the audio of each channel combined in the adjustment process by the calculated attenuation factor. For example, if the monaural ratio data 308 is 0.2, the attenuation factor is calculated as 0.98. The attenuation factor is then multiplied by the volume of the audio combined (100% volume of the original channel + 20% volume of the other channel) as shown in FIG. 6 to reduce the increased volume. Note that since cos 60° is 1 / 2, the above formula calculates an attenuation factor that reduces the volume added in the adjustment process to half the maximum (when the monaural ratio is 1.0). In other words, the volume magnification is determined between 1.0 and 0.5 depending on the monaural ratio. In this regard, in other embodiments, instead of using the above formula, a formula that linearly converts the monaural ratio (0.0 to 1.0) and the volume magnification (1.0 to 0.5) may be used.

[0055] Next, in step S9, the processor 81 outputs the first BGM sound or the second BGM sound synthesized by the adjustment process at the determined final output volume.

[0056] Next, in step S10, processor 81 determines whether or not a condition for ending the game processing has been satisfied. For example, whether or not the player has performed an operation to instruct the game to end. If the condition has not been satisfied (NO in step S10), processor 81 returns to step S1 and repeats the processing. On the other hand, if the condition has been satisfied (YES in step S10), processor 81 ends the game processing.

[0057] On the other hand, if the result of the determination in step S3 above is that the gate is not being touched (NO in step S3), in step S6, processor 81 determines whether or not changing flag 309 is on. If it is on (YES in step S6), the process proceeds to step S7 above, where the stereo and monaural components of the BGM are adjusted while gradually changing the monaural ratio. On the other hand, if it is off, the process in step S7 above is skipped, and the process proceeds to step S8 above. In this case, the overall volume is determined based on monaural ratio data 308 at that time.

[0058] This concludes the detailed description of the game processing according to this embodiment.

[0059] As described above, in this embodiment, when the player character 101 is in the second area (the area at the back), control is performed such that the stereo BGM is adjusted to be more monophonic when it is played back. Therefore, when the player character is at the back, BGM with a weaker stereo effect can be output. As a result, the way the BGM sounds (stereo effect) can be made different when the player character is in the first area and when the player character is in the second area. As a result, the sense of depth in the virtual space can be expressed through the playback of BGM.

[0060] Furthermore, in this embodiment, even if the player character 101 is at the back, that is, far away from the virtual camera, the playback volume of the BGM is not lowered according to the distance. Therefore, when the player character 101 is far away, the volume is not low and the BGM is hard to hear, and this does not occur.

[0061] [Variations] In the above embodiment, an example was given in which the process of adjusting the stereo effect of the background music is performed using, as a trigger, the player character 101 touching the gate 102 and moving to the other area. In other embodiments, the use of such a trigger is not limited to this. For example, the mono ratio may be determined based on the position of the player character 101 on the depth axis (depth value) in the virtual space. For example, the mono ratio may be determined to be higher as the player character 101 moves further back from the virtual camera, and lower as the player character 101 moves closer to the virtual camera (closer). In this case, a region in which the mono ratio is determined to be 0% (stereo ratio is 100%) may be defined as a region equivalent to the first area. In this case, the present invention may be applied not only to games using two topographically separated areas as described above, but also to games in which the player character can move on an unseparated terrain along the depth axis.

[0062] Also, in the above embodiment, the stereo effect of the BGM is adjusted with attention to the position of the player character 101. In this regard, in other embodiments, the stereo effect of the BGM may be adjusted with attention to changes in the position of a character other than the player character 101. For example, the above-described adjustment process of the stereo effect of the BGM may be performed with attention to changes in the position of a "boss character." As an example, during play of a predetermined stage, the adjustment process of the stereo effect of the BGM is performed with attention to the position of the player character 101 until the boss character is encountered. After the boss character is encountered (in a so-called boss battle), the BGM is switched to BGM for the boss battle, and the adjustment process of the stereo effect of the boss battle BGM may be performed in accordance with changes in the position of the boss character on the depth axis.

[0063] Furthermore, the stereo adjustment process may be performed on any sound source object that continuously outputs a predetermined sound, not just the characters described above. If such a sound source object can move along the depth axis, the sense of depth in the virtual space can be expressed in accordance with the movement of the sound source object.

[0064] In the above embodiment, a series of processes related to game processing is executed by a single game device 2. In other embodiments, the series of processes may be executed in an information processing system including multiple information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, some of the processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, main processes of the series of processes may be executed by the server device, and some processes may be executed by the terminal device. In the above information processing system, the server system may be composed of multiple information processing devices, and the processes to be executed on the server side may be shared and executed by the multiple information processing devices. Also, a so-called cloud gaming configuration may be adopted. For example, the game device 2 may send operation data indicating player operations to a predetermined server, and the server may execute various game processes, and the execution results may be streamed to the game device 2 as video and audio. [Explanation of symbols]

[0065] 2. Game devices 4 Controller 5 Display section 6 stereo speakers 81 processors 84 Memory section 87 Image and audio output section

Claims

1. The computer of the information processing device Control a specific character in a virtual space, In the first scene, a first background music sound based on a stereo sound source for background music is output in stereo; A game program that outputs, in a second scene in which the specified character is positioned further back in the virtual space than in the first scene, a second BGM sound in stereo, based on the stereo sound source for the BGM, with the stereo components reduced and the monaural components increased from the sound of the stereo sound source.

2. the first scene is a scene in which the predetermined character is within a first range on the near side in the virtual space, the second scene is a scene in which the predetermined character is within a second range on the far side of the virtual space, The computer further comprises:

2. The game program according to claim 1, wherein the predetermined character is moved to the second range when a first condition is satisfied in the first scene.

3. The computer further comprises:

3. The game program according to claim 2, wherein, in the second scene, if a second condition is satisfied, the predetermined character is moved into the first range.

4. The computer, 2. The game program according to claim 1, wherein the degree to which the stereo components are reduced and the monaural components are increased in the sound of the stereo sound source in the second scene is determined based on a depth value of the predetermined character.

5. The computer, In the second situation, 2. A game program as described in claim 1, wherein the second BGM sound is generated by synthesizing a first sound of the stereo sound source for the BGM with a second sound at a first ratio, and the second sound of the stereo sound source for the BGM with the first sound at a first ratio, and output in stereo.

6. The computer further comprises: In the second situation, 6. A game program as described in claim 5, wherein the second BGM sound is generated by reducing the volume of a sound obtained by adding a first sound of the stereo sound source for BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

7. the predetermined character is a player character, causing the computer to control the movement of the player character based on an operation input; 7. A game program according to claim 1.

8. A gaming system including a computer, The computer Control a specific character in a virtual space, In a first scene, a first BGM sound based on a stereo sound source for BGM is output in stereo; In a second scene in which the specified character is positioned further back in the virtual space than in the first scene, a second BGM sound is output in stereo based on the stereo sound source for the BGM, the second BGM sound being obtained by reducing the stereo components and increasing the monaural components from the sound of the stereo sound source.

9. the first scene is a scene in which the predetermined character is within a first range on the near side in the virtual space, the second scene is a scene in which the predetermined character is within a second range on the far side of the virtual space, The computer further comprises:

9. The game system according to claim 8, wherein, when a first condition is satisfied in the first scene, the predetermined character is moved to the second range.

10. The computer further comprises:

10. The game system according to claim 9, wherein, in the second scene, if a second condition is satisfied, the predetermined character is moved into the first range.

11. The computer 9. The game system according to claim 8, wherein the degree to which the stereo components are reduced and the monaural components are increased in the sound of the stereo sound source in the second scene is determined based on a depth value of the predetermined character.

12. The computer In the second situation, 9. The game system according to claim 8, wherein the second BGM sound is generated by synthesizing a first sound of the stereo sound source for the BGM with a second sound at a first ratio, and by synthesizing the second sound of the stereo sound source for the BGM with the first sound at a first ratio, and outputting the generated sound in stereo.

13. The computer further comprises: In the second situation, 13. The game system of claim 12, wherein the second BGM sound is generated by reducing the volume of a sound obtained by adding a first sound of the stereo sound source for BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

14. the predetermined character is a player character, the computer controls the movement of the player character based on an operation input; 14. A game system according to any one of claims 8 to 13.

15. The computer of the information processing device Control a specific character in a virtual space, In the first scene, a first background music sound based on a stereo sound source for background music is output in stereo; A game processing method in which, in a second scene in which the specified character is located further back in the virtual space than in the first scene, second BGM audio is output in stereo based on the stereo sound source for BGM, with the stereo components reduced and the monaural components increased from the audio of the stereo sound source.

16. the first scene is a scene in which the predetermined character is within a first range on the near side in the virtual space, the second scene is a scene in which the predetermined character is within a second range on the far side of the virtual space, The computer further comprises:

16. The game processing method according to claim 15, wherein, when a first condition is satisfied in the first scene, the predetermined character is moved to the second range.

17. The computer further comprises:

17. The game processing method according to claim 16, wherein, when a second condition is satisfied in the second scene, the predetermined character is moved into the first range.

18. The computer, 16. A game processing method according to claim 15, wherein in the second scene, the degree to which the stereo components are reduced and the monaural components are increased from the sound of the stereo sound source is determined based on a depth value of the predetermined character.

19. The computer, In the second situation, 16. A game processing method according to claim 15, wherein the second BGM sound is generated by synthesizing a first sound of the stereo sound source for the BGM with a second sound at a first ratio, and by synthesizing the second sound of the stereo sound source for the BGM with the first sound at a first ratio, and outputting the generated sound in stereo.

20. The computer further comprises: In the second situation, 20. A game processing method according to claim 19, wherein the second BGM sound is generated by reducing the volume of a sound obtained by adding a first sound of the stereo sound source for BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

21. the predetermined character is a player character, causing the computer to control the movement of the player character based on an operation input; 21. A game processing method according to any one of claims 15 to 20.

22. A gaming device equipped with a computer, The computer Control a specific character in a virtual space, In a first scene, a first BGM sound based on a stereo sound source for BGM is output in stereo; In a second scene in which the specified character is positioned further back in the virtual space than in the first scene, a game device outputs a second BGM sound in stereo, based on the stereo sound source for the BGM, with the stereo components reduced and the monaural components increased from the sound of the stereo sound source.

23. the first scene is a scene in which the predetermined character is within a first range on the near side in the virtual space, the second scene is a scene in which the predetermined character is within a second range on the far side of the virtual space, The computer further comprises:

23. The game device according to claim 22, wherein, when a first condition is satisfied in the first scene, the predetermined character is moved to the second range.

24. The computer further comprises:

24. The game device according to claim 23, wherein, in the second scene, if a second condition is satisfied, the predetermined character is moved into the first range.

25. The computer 23. The game device according to claim 22, wherein the degree to which the stereo components are reduced and the monaural components are increased in the sound of the stereo sound source in the second scene is determined based on a depth value of the predetermined character.

26. The computer In the second situation, 23. A game device according to claim 22, wherein the second BGM sound is generated and output in stereo by combining a first sound of the stereo sound source for BGM with a second sound at a first ratio, and a second sound of the stereo sound source for BGM with the first sound at a first ratio.

27. The computer further comprises: In the second situation, 27. The game device according to claim 26, wherein the second BGM sound is generated by reducing the volume of a sound obtained by adding a first sound of the stereo sound source for BGM to a second sound at a first ratio, and a sound obtained by adding the second sound to the first sound at the first ratio, by an attenuation rate calculated based on the first ratio.

28. the predetermined character is a player character, the computer controls the movement of the player character based on an operation input; 28. A game device according to any one of claims 22 to 27.

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