Game program and game device

By dividing virtual microphone movements into multiple steps and aligning with camera movements, the system addresses sudden position changes, improving audio-visual synchronization and player immersion in games.

JP7795109B2Active Publication Date: 2026-01-07CAPCOM CO LTD
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Patent Information

Application Number
JP2022146159
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-14
Publication Date
2026-01-07
Estimated Expiration
2042-09-14

AI Technical Summary

Technical Problem

In game systems where virtual microphones suddenly change position, the resulting sound can become unnatural and disruptive, resembling noise.

Method used

The position of the virtual microphone is controlled to divide a single movement into multiple movements, ensuring the time taken to reach a target position does not exceed a threshold, and aligning with the movement of a virtual camera, thereby smoothing sound changes.

Benefits of technology

This approach mitigates unnatural sound disruptions and enhances player immersion by ensuring synchronized audio and visual experiences, maintaining a realistic and continuous sound representation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To mitigate discomfort of a sound generated by a sudden change in the position of a virtual microphone.SOLUTION: A game progress unit 100 progresses a game performed in a virtual space. A sound collection point control unit 103 controls a position of a virtual microphone M placed in the virtual space according to progress of the game. A sound processing unit 104 performs sound image localization processing for generating voice data including a sound obtained by the virtual microphone M in the virtual space. When the amount of a single movement of the virtual microphone M from a present position to a target position exceeds a threshold, the sound collection point control unit 103 controls the movement of the virtual microphone M so that a single movement of the virtual microphone M from the present position to the target position is divided into multiple movements.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present disclosure relates to a game program and a game device. [Background technology]

[0002] Patent Document 1 discloses a game system that presents a virtual three-dimensional space in which multiple sound source objects and virtual microphones are arranged. In this game system, audio signals are generated based on the volume and position of each sound reproduced from the multiple sound source objects when the virtual microphone receives the sounds. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-094160 Summary of the Invention [Problem to be solved by the invention]

[0004] In a game system such as that described in Patent Document 1, the position of the virtual microphone may suddenly change due to effects in the game, etc. If the position of the virtual microphone suddenly changes, the sound obtained by the virtual microphone will also suddenly change, which may cause the sound to sound unnatural (for example, a sound that sounds like noise).

[0005] An object of the present disclosure is to mitigate the strange sound caused by a sudden change in the position of the virtual microphone. [Means for solving the problem]

[0006] A first aspect provides a computer comprising: a game progression unit that progresses a game that takes place in a virtual space; a sound collection point control unit that controls the position of a virtual microphone placed in the virtual space in accordance with the progress of the game; a sound processing unit that performs sound image localization processing to generate audio data including the sound obtained by the virtual microphone in the virtual space; When a single movement amount of the virtual microphone from the current position to the target position exceeds a threshold, the sound collection point control unit controls the movement of the virtual microphone so that a single movement of the virtual microphone from the current position to the target position is divided into multiple movements. It is a game program.

[0007] In a first aspect, The sound collection point control unit may divide a single movement of the virtual microphone from the current position to the target position into multiple movements so that the time required for the virtual microphone to move from the current position to the target position does not exceed a predetermined time.

[0008] In a first aspect, a viewpoint control unit that controls a position of a virtual camera disposed in the virtual space in accordance with the progress of the game, The sound collection point control unit may control a position of the virtual microphone so that the virtual microphone moves in accordance with movement of the virtual camera.

[0009] The second aspect is a storage unit that stores a game program according to a first aspect; a control unit that executes the game program; It is a game device. [Effects of the Invention]

[0010] According to the present disclosure, it is possible to mitigate the strange sound caused by a sudden change in the position of the virtual microphone. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a block diagram illustrating a configuration of a game device according to an embodiment. [Figure 2] FIG. 10 is a schematic diagram for explaining a sudden change in the position of the virtual microphone. [Figure 3]10 is a flowchart illustrating a sound collection point control process. DETAILED DESCRIPTION OF THE INVENTION

[0012] Hereinafter, the embodiments will be described in detail with reference to the drawings. In the drawings, the same or corresponding parts are designated by the same reference numerals and their description will not be repeated.

[0013] (Game Description) In the following description, the term "game" refers to a game (video game) played in a virtual space. The virtual space is a three-dimensional game space, and is displayed as an image on a display. In the following example, objects are placed in the virtual space. Examples of objects include player characters controlled by the user and non-player characters controlled by a computer.

[0014] The objects also include sound source objects that act as virtual sound sources in the virtual space. Examples of sound source objects include objects that operate in the virtual space and objects that only output sound in the virtual space.

[0015] In the game described below, sounds are played. Sounds played in the game include sounds output from sound source objects, background music (BGM), sound effects, etc. Examples of sounds output from sound source objects include sounds that accompany the movement of objects, such as footsteps and wind noise, and sounds emitted by objects, such as cries and dialogue.

[0016] For ease of explanation, the following will use as an example of a game a "competitive action game in which a player character attacks and defeats an enemy character." The enemy character is an example of a non-player character. The player character and the enemy character are examples of a sound source object. There is no limitation on the type of game.

[0017] (Game device) 1 illustrates the configuration of a game device 10 according to an embodiment. The game device 10 executes a game in response to operations by a user. The game device 10 is equipped with a display 21, a speaker 22, and a controller 23, which may be externally connected or built in.

[0018] The game device 10 may be a commercially available device such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), or Nintendo Switch (registered trademark).

[0019] The game progresses on the game device 10 based on the installed game program and game data. Game devices 10 can also communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0020] [Hardware configuration of game device] The game device 10 includes a network interface 11, a graphics processing unit 12, an audio processing unit 13, an operation unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphics processing unit 12, the audio processing unit 13, the operation unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.

[0021] The network interface 11 is communicably connected to a communication network (not shown) to transmit and receive various data to and from, for example, other game devices 10 and external server devices (not shown).

[0022] The graphics processing unit 12 is connected to a display 21 (e.g., a liquid crystal display). The graphics processing unit 12 renders game images including various objects in a virtual space in a moving image format in accordance with game image information output from the control unit 16. The game images rendered in a moving image format are displayed on the display 21 as a game screen.

[0023] The audio processing unit 13 is connected to the speaker 22. The audio processing unit 13 reproduces digital game sounds in accordance with instructions from the control unit 16. Specifically, the audio processing unit 13 converts the audio data output by the control unit 16 into an analog signal and outputs it to the speaker 22.

[0024] The audio processing unit 13 is configured to be capable of outputting multi-channel audio in order to reproduce three-dimensional sound. Accordingly, a plurality of speakers 22 are connected to the game device 10. These speakers 22 may be placed to the left and right, front and rear, or above a listener (e.g., a game player) in order to reproduce three-dimensional sound.

[0025] The operation unit 14 is connected to the controller 23. The operation unit 14 transmits and receives signals to and from the controller 23. A game player operates various controls such as buttons on the controller 23 to input signals (commands, data, etc.) to the game device 10.

[0026] The storage unit 15 stores various types of information and data. The storage unit 15 is configured with an HDD, SSD, RAM, ROM, etc. For example, the storage unit 15 stores game data, various programs including game programs, etc. Examples of game data include game media, user account information, etc.

[0027] The storage unit 15 also stores various types of audio data prepared in advance, including audio data representing sounds output from sound source objects such as player characters and enemy characters, audio data representing music (BGM) played in the game, and audio data representing sound effects.

[0028] The control unit 16 controls the operation of the game device 10. The control unit 16 transmits and receives various information and data, and processes various information and data. The control unit 16 has a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.

[0029] [Functional configuration of the control unit] The control unit 16 has a game progression unit 100, a viewpoint control unit 101, a video processing unit 102, a sound collection point control unit 103, and an audio processing unit 104. Specifically, the control unit 16 functions as the game progression unit 100, the viewpoint control unit 101, the video processing unit 102, the sound collection point control unit 103, and the audio processing unit 104 by executing a game program.

[0030] <Game Progression Department> The game progression unit 100 progresses a game that takes place in a virtual space.

[0031] In this example, the game progression unit 100 progresses the game by causing player characters to move within a virtual space in accordance with operations performed by a user of the game device 10 (i.e., a game player). The game progression unit 100 also causes non-player characters and predetermined objects (such as vehicles) to move within the virtual space. For example, the game progression unit 100 controls the movements of the non-player characters and predetermined objects using AI (artificial intelligence). The game progression unit 100 then progresses the game in accordance with the movements of the player characters and non-player characters.

[0032] Viewpoint control unit The viewpoint control unit 101 controls the position of a virtual camera C (see FIG. 2) placed in the virtual space in accordance with the progress of the game. The virtual camera C is a virtual viewer (viewpoint) and is a reference point for reproducing the viewpoint of the player character. The virtual camera C has directionality.

[0033] In this example, the viewpoint control unit 101 places a virtual camera C near the player character C1 (see FIG. 2). Specifically, the virtual camera C is placed within a predetermined range (circular range) centered on the position of the player character C1. The viewpoint control unit 101 then controls the position of the virtual camera C so that the virtual camera C moves in accordance with the movement of the player character C1.

[0034] <Video Processing Section> The video processing unit 102 generates video data in accordance with the progress of the game. Then, the video processing unit 102 outputs the video data to the graphics processing unit 12. As a result, images (game images in the form of moving images) in accordance with the progress of the game are displayed on the display 21.

[0035] Furthermore, the video processing unit 102 generates video data including an image obtained by the virtual camera C, and outputs the video data to the graphics processing unit 12. As a result, an image including an image obtained by the virtual camera C (for example, an image seen from the viewpoint of the player character) is displayed on the display 21.

[0036] <Sound collection point control unit> The sound collection point control unit 103 controls the position of a virtual microphone M (see FIG. 2) placed in a virtual space in accordance with the progress of the game. The virtual microphone M is a virtual listener (sound collection point) and is a reference point for sound image localization by the sound processing unit 104. The virtual microphone M has directionality.

[0037] In this example, the sound collection point control unit 103 places the virtual microphone M near the virtual camera C. Specifically, the virtual microphone M is placed within a predetermined range (circular range) centered on the position of the virtual camera C. Then, the sound collection point control unit 103 controls the position of the virtual microphone M so that the virtual microphone M moves in accordance with the movement of the virtual camera C.

[0038] <Sound Processing Unit> The sound processing unit 104 generates sound data in accordance with the progress of the game. Specifically, the sound processing unit 104 selects sound data to be played from the sound data (various types of sound data prepared in advance) stored in the storage unit 15 in accordance with the progress of the game, and outputs the selected sound data (or new sound data obtained by synthesizing the selected sound data) to the audio processing unit 13.

[0039] When outputting audio data, the acoustic processing unit 104 instructs the audio processing unit 13 on the volume to be used. The audio processing unit 13 converts the audio data output from the acoustic processing unit 104 into an analog signal at the instructed volume and outputs it to the speaker 22. As a result, sound corresponding to the audio data generated by the acoustic processing unit 104 is reproduced from the speaker 22.

[0040] <Sound image localization processing> Furthermore, the sound processing unit 104 performs sound image localization processing. In the sound image localization processing, the sound processing unit 104 generates audio data including sound obtained by a virtual microphone M (see FIG. 2) placed in a virtual space.

[0041] Specifically, in the sound image localization process, the acoustic processing unit 104 generates audio data according to the sound collection conditions of the virtual microphone M (for example, the position and direction of the virtual microphone M relative to the sound source object in the virtual space, the volume and direction of the sound output from the sound source object, etc.) so that the sound output from the speaker 22 includes the sound obtained by the virtual microphone M.

[0042] By processing the audio data generated by the sound image localization process in the audio processing unit 13, it becomes possible to output the sound output from a virtual sound source (sound source object) in the virtual space from the speaker 22 with an acoustic representation that makes it seem as if the sound was collected by a virtual microphone M.

[0043] [Sudden change in virtual microphone position] Next, a sudden change in the position of the virtual microphone M will be described with reference to Fig. 2. Fig. 2 illustrates an example of a performance in which "when the player character C1 reaches a predetermined position in the virtual space, an enemy character C2 appears from the bushes, and the virtual camera C quickly moves to the vicinity of the enemy character C2 to photograph the enemy character C2."

[0044] As shown in Fig. 2, the position of the virtual camera C may suddenly change (change significantly in a short period of time) due to effects in a game, and accordingly the position of the virtual microphone M may suddenly change. When the position of the virtual microphone M suddenly changes (changes significantly in a short period of time), the sound picked up by the virtual microphone M changes suddenly, which may cause the sound to sound unnatural (for example, sound that sounds like noise).

[0045] Therefore, in the embodiment, when the amount of movement of the virtual microphone M from its current position to its target position is relatively large, the movement of the virtual microphone M is controlled so that one movement from its current position to its target position (the movement surrounded by dashed line A in Figure 2) is divided into multiple movements (the movement surrounded by dashed line B in Figure 2).

[0046] In this example, the game video (game images rendered in a video format) is made up of multiple frames (game images). One movement of the virtual microphone M refers to, for example, movement of the virtual microphone M in one frame. Movement of the virtual microphone M over n frames (n is an integer equal to or greater than 2) may also be referred to as "one movement of the virtual microphone M." Furthermore, one movement of the virtual microphone M may also be movement in other time units (predetermined time units) than frame units.

[0047] Furthermore, the above-described process of the embodiment (processing for dividing one movement of the virtual microphone M from the current position to the target position into multiple movements) is particularly effective when the distance from the current position of the virtual microphone M to the target position is relatively short. When the distance from the current position of the virtual microphone M to the target position is relatively long (for example, when the virtual camera C captures an image of a field different from the field where the player character is positioned), a different process may be performed.

[0048] [Sound collection point control processing] Next, with reference to Fig. 3, the sound collection point control process performed by the sound collection point control unit 103 will be described. The sound collection point control process is a process for controlling the position of the virtual microphone M. The sound collection point control process is performed each time the target position of the virtual microphone M (the next position of the virtual microphone M) is determined. In this example, the target position of the virtual microphone M is a position near the target position of the virtual camera C (the next position of the virtual camera C). Specifically, the target position of the virtual microphone M is a position within a predetermined range (circular range) centered on the target position of the virtual camera C. The sound collection point control unit 103 performs the following process each time the target position of the virtual microphone M is determined.

[0049] <Step S11> The sound collection point control unit 103 determines whether the amount of movement of the virtual microphone M from the current position to the target position in one go exceeds a threshold. Hereinafter, the amount of movement of the virtual microphone M from the current position to the target position in one go is referred to as the "amount of movement of the virtual microphone M in one go." For example, the threshold is set to an amount of movement of the virtual microphone M in one go that can be considered to be within an acceptable range for the strange sound caused by the movement of the virtual microphone M. If the amount of movement of the virtual microphone M in one go exceeds the threshold, the process of step S12 is performed; if not, the process of step S13 is performed.

[0050] <Step S12> When the amount of movement of the virtual microphone M in one go exceeds the threshold, the sound collection point control unit 103 controls the movement of the virtual microphone M so that one go from the current position of the virtual microphone M to the target position is divided into multiple gos. In other words, the sound collection point control unit 103 controls the position of the virtual microphone M so that the virtual microphone M stops at an intermediate position (at least one intermediate position) before reaching the target position from the current position. Note that in this example, the virtual microphone M moves from the current position to the target position via the intermediate positions, separately from the virtual camera C.

[0051] When the virtual microphone M reaches (stops at) the intermediate position, sound image localization processing is performed at the intermediate position, and audio data including the sound obtained by the virtual microphone M is generated.

[0052] Furthermore, in this example, the sound collection point control unit 103 divides one movement of the virtual microphone M from the current position to the target position into multiple movements so that the time required for the virtual microphone M to move from the current position to the target position does not exceed a predetermined time. For example, the predetermined time is set to a time at which the time lag between the progress of the game (in this example, the image obtained by the virtual camera C) and the sound obtained by the virtual microphone M can be considered to be within an acceptable range. For example, the sound collection point control unit 103 performs the following process.

[0053] First, the sound collection point control unit 103 sets a first intermediate position between the current position and the target position. For example, the sound collection point control unit 103 derives the first intermediate position based on the current position and the target position using an interpolation function such as linear interpolation. Next, the sound collection point control unit 103 moves the virtual microphone M from the current position to the first intermediate position. Then, the sound collection point control unit 103 adds the time required for the virtual microphone M to move (from the current position to the intermediate position) to the movement interpolation duration. Note that the initial value of the movement interpolation duration is zero.

[0054] Next, the sound collection point control unit 103 determines whether the moving interpolation duration exceeds a predetermined maximum interpolation duration. The maximum interpolation duration is set to a time shorter than the predetermined time so that the moving interpolation duration does not exceed the predetermined time.

[0055] If the moving interpolation duration does not exceed the maximum interpolation duration, the sound collection point control unit 103 uses the above interpolation function to derive the next intermediate position based on the ratio of the moving interpolation duration to the maximum interpolation duration, the intermediate position, and the target position. Then, the sound collection point control unit 103 adds the time required for moving the virtual microphone M (moving from the previous intermediate position to the current intermediate position) to the moving interpolation duration.

[0056] The above process (deriving the intermediate position and moving the virtual microphone M to the intermediate position) is repeated until the moving interpolation duration exceeds the maximum interpolation duration. When the moving interpolation duration exceeds the maximum interpolation duration, the sound collection point control unit 103 moves the virtual microphone M to the target position. Then, the sound collection point control unit 103 resets the moving interpolation duration to an initial value (zero).

[0057] Alternatively, the sound collection point control unit 103 may perform the following process to divide one movement of the virtual microphone M from the current position to the target position into multiple movements.

[0058] First, the sound collection point control unit 103 sets at least one intermediate position between the current position and the target position on a path from the current position to the target position (for example, a straight path that is the shortest path) so that the amount of movement of the virtual microphone M per one time does not exceed a threshold. The amount of movement of the virtual microphone M per one time is each of the amount of movement from the current position of the virtual microphone M to an intermediate position (first intermediate position), the amount of movement from the intermediate position of the virtual microphone M to the next intermediate position, and the amount of movement from the intermediate position (last intermediate position) of the virtual microphone M to the target position.

[0059] Next, the sound collection point control unit 103 derives the time (estimated time) required for the virtual microphone M to move from the current position to the target position via the intermediate position. Then, the sound collection point control unit 103 determines whether the derived estimated time exceeds a predetermined time.

[0060] If the expected time exceeds the predetermined time, the sound collection point control unit 103 resets the intermediate positions so as to reduce the number of intermediate positions, and derives the expected time again. The above process (resetting the intermediate positions and re-deriving the expected time) is repeated until the expected time no longer exceeds the predetermined time. When the expected time no longer exceeds the predetermined time, the sound collection point control unit 103 confirms the intermediate positions and moves the virtual microphone M from the current position to the target position via the intermediate positions (stopping it temporarily at the intermediate positions).

[0061] If it is not possible to set the intermediate position so that the amount of movement of the virtual microphone M per one time does not exceed the threshold, the sound collection point control unit 103 may give up on dividing one movement of the virtual microphone M from the current position to the target position into multiple movements. In this case, the sound collection point control unit 103 may control the position of the virtual microphone M so that the virtual microphone M moves from the current position to the target position in one movement.

[0062] <Step S13> On the other hand, if the amount of movement of the virtual microphone M in one go does not exceed the threshold, the sound collection point control unit 103 controls the position of the virtual microphone M so that the virtual microphone M moves from the current position to the target position in one go. In other words, the sound collection point control unit 103 controls the position of the virtual microphone M so that the virtual microphone M moves from the current position to the target position without stopping at an intermediate position. In this case, the virtual microphone M moves from the current position to the target position in one go, following the single movement of the virtual camera C.

[0063] [Summary of the embodiment] To summarize the above, the game program of the embodiment causes the computer (control unit 16) to function as a game progression unit 100 that progresses a game played in a virtual space, a sound collection point control unit 103 that controls the position of a virtual microphone M placed in the virtual space in accordance with the progress of the game, and an audio processing unit 104 that performs sound image localization processing to generate audio data including sound obtained by the virtual microphone M in the virtual space. When the amount of movement of the virtual microphone M from its current position to its target position exceeds a threshold, the sound collection point control unit 103 controls the movement of the virtual microphone M so that a single movement of the virtual microphone M from its current position to its target position is divided into multiple movements.

[0064] The game device 10 of the embodiment includes a storage unit 15 that stores the above game program, and a control unit 16 that executes the above game program.

[0065] [Effects of the embodiment] As described above, in the embodiment, when the amount of movement of the virtual microphone M from its current position to its target position in one go exceeds a threshold, the sound collection point control unit 103 controls the movement of the virtual microphone M so that one go from its current position to its target position is divided into multiple goes of movement. With this configuration, the amount of movement of the virtual microphone M per go can be reduced, thereby mitigating the discomfort of sound caused by a sudden change (discrete large change) in the position of the virtual microphone M.

[0066] Furthermore, since the virtual microphone M (reference point for sound image localization) can be expressed as moving continuously from the current position to the target position, the change in the sound obtained by the virtual microphone M can be made gentler. This prevents the player's immersion in the game from being hindered.

[0067] Furthermore, in the embodiment, the sound collection point control unit 103 divides one movement of the virtual microphone M from the current position to the target position into multiple movements so that the time required for the virtual microphone M to move from the current position to the target position does not exceed a predetermined time. With this configuration, it is possible to suppress a time discrepancy between the movement of the virtual microphone M and the progress of the game (the sound obtained by the virtual microphone M being too late with respect to the progress of the game). This makes it possible to alleviate the sense of incongruity in the sound caused by a time discrepancy between the movement of the virtual microphone M and the progress of the game, thereby preventing the player's immersion in the game from being hindered.

[0068] Furthermore, in the embodiment, the sound collection point control unit 103 controls the position of the virtual microphone M so that the virtual microphone M moves in accordance with the movement of the virtual camera C. With this configuration, the sound obtained by the virtual microphone M can be made "sound corresponding to the image obtained by the virtual camera C." This can enhance the sense of realism, thereby improving the player's sense of immersion in the game.

[0069] (Other embodiments) In the above description, the case where the virtual microphone M is moved in accordance with the movement of the virtual camera C has been described as an example, but the present invention is not limited to this. The sound collection point control unit 103 may move the virtual microphone M independently of the movement of the virtual camera C.

[0070] Furthermore, in the above description, the voice data does not necessarily have to be prepared in advance, but may be synthesized or generated each time based on some data or information.

[0071] In the above description, the game program may be implemented as a game program for a so-called online game. In this case, the processing performed by the control unit 16 of the game device 10 may be performed by a control unit of a server device (not shown), or may be shared between the game device 10 and the control unit of the server device. The game device 10 may be a mobile information terminal such as a smartphone or tablet.

[0072] The effects of the present invention can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. The above-described embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Explanation of symbols]

[0073] 10. Gaming Devices 11 Network Interface 12 Graphics Processing Unit 13 Audio Processing Section 14 Control section 15 Storage section 16 Control Unit 17 Bus 21 Display 22 Speaker 23 Controller 100 Game Progression Section 101 Viewpoint control unit 102 Video processing section 103 Sound collection point control unit 104 Acoustic Processing Unit

Claims

1. Computer, a game progression unit that progresses a game that takes place in a virtual space; a sound collection point control unit that controls the position of a virtual microphone placed in the virtual space in accordance with the progress of the game; a sound processing unit that performs sound image localization processing to generate audio data including the sound obtained by the virtual microphone in the virtual space; When a single movement amount of the virtual microphone from the current position to the target position exceeds a threshold, the sound collection point control unit controls movement of the virtual microphone so that the virtual microphone stops at at least one intermediate position before reaching the target position from the current position of the virtual microphone, thereby dividing one movement of the virtual microphone from the current position to the target position into multiple movements. Game program.

2. In the game program of claim 1, The sound collection point control unit sets the intermediate position so that the amount of movement of the virtual microphone per one of the multiple movements does not exceed the threshold value. Game program.

3. The game program of claim 1, The sound collection point control unit divides one movement of the virtual microphone from the current position to the target position into multiple movements so that the time required for the movement of the virtual microphone from the current position to the target position does not exceed a predetermined time. Game program.

4. The game program of claim 1, a viewpoint control unit that controls the position of a virtual camera placed in the virtual space in accordance with the progress of the game; The sound collection point control unit controls the position of the virtual microphone so that the virtual microphone moves in accordance with the movement of the virtual camera. Game program.

5. a storage unit that stores the game program according to any one of claims 1 to 4; a control unit that executes the game program; Game device.

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