Game program and game device

The game device and program enhance target sound audibility by dynamically adjusting non-target sound volumes using ducking processing based on game situations, addressing the challenge of auditory focus in complex sound environments.

JP7795110B2Active Publication Date: 2026-01-07CAPCOM CO LTD
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Patent Information

Application Number
JP2022146161
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

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Abstract

To facilitate hearing of an object sound in sound regenerated in a game.SOLUTION: A game progress part 100 progresses a game performed in a virtual space. A sound processing part 101 performs a ducking process for generating voice data containing a non-object sound so that a sound volume of the non-object sound is lowered, by a ducking amount, which is a different sound excluding an object sound which is an object in sound regenerated in the game. A determination part 102 determines the ducking amount according to the game state.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 a plurality of sound source objects are arranged, in which sounds are reproduced from the plurality of sound source objects at the same time. [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 disclosed in Patent Document 1, there are situations where it is required to make target sounds (target sounds) among sounds reproduced in the game easier to hear.

[0005] An object of the present disclosure is to make it easier to hear target sounds (target sounds) among sounds reproduced in a game. [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 processing unit that performs ducking processing to generate audio data including non-target sounds, which are sounds other than the target sounds that are played in the game, so that the volume of the non-target sounds is reduced by a ducking amount; and The controller determines the amount of ducking depending on the game situation. It is a game program.

[0007] In a first aspect, The volume and the amount of ducking may be indicated by a loudness value, In the ducking process, the acoustic processing unit may generate audio data including the non-target sound so that the loudness value of the non-target sound is reduced by the ducking amount.

[0008] In a first aspect, The game situation may include a volume difference between the target sound and the non-target sound. The determination unit may determine the ducking amount according to a volume difference between the target sound and the non-target sound.

[0009] In a first aspect, The determination unit may determine the ducking amount so that a change in the ducking amount within a predetermined time period does not exceed a threshold value.

[0010] 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]

[0011] According to the present disclosure, it is possible to make target sounds (target sounds) among sounds reproduced in a game easier to hear. [Brief explanation of the drawings]

[0012] [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 ducking process. [Figure 3] 10 is a flowchart illustrating a determination process performed by a determination unit. DETAILED DESCRIPTION OF THE INVENTION

[0013] 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.

[0014] (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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] (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.

[0019] 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).

[0020] 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).

[0021] [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.

[0022] The network interface 11 is communicably connected to a communication network (not shown) for transmitting and receiving various data to and from, for example, other game devices 10 and external server devices (not shown).

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] [Functional configuration of the control unit] The control unit 16 of the game device 10 has a game progression unit 100, a sound processing unit 101, and a determination unit 102. Specifically, the control unit 16 functions as the game progression unit 100, the sound processing unit 101, and the determination unit 102 by executing a game program.

[0031] <Game Progression Department> The game progression unit 100 progresses a game that takes place in a virtual space.

[0032] 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.

[0033] <Sound Processing Unit> The sound processing unit 101 generates sound data in accordance with the progress of the game. Specifically, the sound processing unit 101 selects sound data to be played back 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.

[0034] When outputting audio data, the acoustic processing unit 101 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 101 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 101 is reproduced from the speaker 22.

[0035] <Sound image localization processing> Furthermore, the sound processing unit 101 performs sound image localization processing. In the sound image localization processing, the sound processing unit 101 generates audio data including sound obtained by a virtual microphone M (see FIG. 2) placed in a virtual space.

[0036] 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 101. The virtual microphone M has directionality. In this example, the virtual microphone M is placed near the player character C1 (see FIG. 2) and moves in accordance with the movement of the player character.

[0037] Specifically, in the sound image localization process, the acoustic processing unit 101 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.

[0038] 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.

[0039] Ducking Processing The sound processing unit 101 also performs ducking processing. The ducking processing is processing for making target sounds among sounds reproduced in the game easier to hear. Hereinafter, target sounds among sounds reproduced in the game will be referred to as "target sounds," and sounds reproduced in the game other than the target sounds will be referred to as "non-target sounds." Examples of target sounds (sounds that require easier hearing) include the voice of conversation uttered by the player character and audio guidance regarding the progress of the game.

[0040] For example, the sound processing unit 101 starts ducking processing when a ducking start condition is met, and ends ducking processing when a ducking end condition is met. Examples of ducking start conditions include a condition in which the player character starts talking, and a condition in which audio guidance related to the game progress starts. Examples of ducking end conditions include a condition in which the player character finishes talking, and a condition in which audio guidance related to the game progress ends.

[0041] In the ducking process, the sound processing unit 101 generates audio data including non-target sounds so that the volume of the non-target sounds is reduced by the ducking amount. In this example, in the ducking process, the sound processing unit 101 generates new audio data (audio data in which the volume of the non-target sounds is reduced by the ducking amount) by correcting the audio data generated by the sound image localization process so that the volume of the non-target sounds is reduced by the ducking amount.

[0042] For example, as shown in Figure 2, if the voice of conversation emitted by the player character C1 is the "target sound," the ducking process reduces the volume of the voice (non-target sound) emitted by the enemy character C2 positioned around the player character C1 by the ducking amount. Note that if the sound played in the situation shown in Figure 2 includes other sounds such as background music, the other sounds such as background music will also be included in the non-target sound.

[0043] In this example, the volume and ducking amount in the ducking process (the volume and ducking amount handled in the ducking process) are indicated by loudness values. In the ducking process, the sound processing unit 101 generates audio data including non-target sounds so that the loudness value of the non-target sounds is reduced by the ducking amount (the ducking amount indicated by the loudness value).

[0044] The loudness value is an index of sound loudness that takes into account the characteristics of human hearing, and indicates a loudness of sound that is close to human perception. Examples of loudness values ​​include LUFS (Loudness Unit Full Scale) and LKFS (Loudness K-Weighted Full Scale). A well-known loudness derivation process (a method for calculating a loudness value) can be used to derive the loudness value. The acoustic processing unit 101 derives the loudness value of the non-target sound by performing loudness derivation processing on the non-target sound.

[0045] Decision-making department The determination unit 102 determines the amount of ducking depending on the situation of the game.

[0046] In this example, the game situation (game situation that affects the determination of the ducking amount) includes the volume situation in the game. Specifically, the game situation includes the volume situation of the non-target sound relative to the volume of the target sound (how much louder the volume of the non-target sound is relative to the volume of the target sound). In other words, the game situation includes the volume difference between the target sound and the non-target sound. The determination unit 102 determines the ducking amount according to the volume difference between the target sound and the non-target sound.

[0047] In this example, the volume in the determination unit 102 (the volume handled by the determination unit 102) is indicated by a loudness value. The determination unit 102 derives the loudness value of the target sound and the loudness value of the non-target sound by performing loudness derivation processing on each of the target sound and the non-target sound. Then, the determination unit 102 determines the amount of ducking according to the difference in loudness value between the target sound and the non-target sound.

[0048] [Decision process] Next, the determination process by the determination unit 102 will be described with reference to Fig. 3. The determination process is a process for determining the amount of ducking in the ducking process. The determination process is performed every predetermined time. For example, the predetermined time is set to the time (for example, 0.4 seconds) required to derive the volume (loudness value in this example). The determination unit 102 performs the following process every predetermined time.

[0049] <Step S11> First, the determination unit 102 derives the amount of ducking according to the situation of the game. In this example, the determination unit 102 derives the amount of ducking according to the volume difference (specifically, the difference in loudness value) between the target sound and the non-target sound. The greater the volume difference between the target sound and the non-target sound, the greater the amount of ducking derived by the determination unit 102.

[0050] <Step S12> Next, the determination unit 102 determines whether the "change in ducking amount within a predetermined time," which is the difference between the ducking amount derived in step S11 and the current ducking amount, exceeds a threshold. Hereinafter, the change in ducking amount within a predetermined time will be referred to as the "ducking change amount." For example, the threshold is set to a ducking change amount that allows the change in the volume (specifically, loudness value) of the non-target sound due to the ducking process to be considered a natural change.

[0051] If the ducking change amount exceeds the threshold, the process of step S13 is performed, and if not, the process of step S14 is performed.

[0052] <Step S13> If the ducking change amount exceeds the threshold, the determination unit 102 determines the next ducking amount so that the ducking change amount does not exceed the threshold.

[0053] In this example, if the ducking amount derived in step S11 is greater than the current ducking amount, the determination unit 102 determines the amount obtained by adding the "ducking change amount set as a threshold" to the current ducking amount as the next ducking amount. Also, if the ducking amount derived in step S11 is less than the current ducking amount, the determination unit 102 determines the amount obtained by subtracting the "ducking change amount set as a threshold" from the current ducking amount as the next ducking amount.

[0054] <Step S14> On the other hand, if the ducking change amount does not exceed the threshold value, the determination unit 102 determines the ducking amount derived in step S11 as the next ducking amount.

[0055] [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 the game that takes place in a virtual space, an audio processing unit 101 that performs ducking processing to generate audio data including non-target sounds so that the volume of non-target sounds, which are sounds played in the game excluding the target sounds, is reduced by the ducking amount, and a determination unit 102 that determines the amount of ducking depending on the situation of the game.

[0056] 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.

[0057] [Effects of the embodiment] As described above, in the embodiment, the sound processing unit 101 performs ducking processing to generate audio data including non-target sounds so that the volume of the non-target sounds is reduced by the ducking amount. With this configuration, it is possible to make the target sounds (target sounds) among the sounds played in the game easier to hear.

[0058] As a comparative example of the ducking process of the embodiment, a ducking process in which the ducking amount is constant regardless of the game situation can be considered. However, since the sounds played in the game change depending on the game situation, the ducking amount (constant amount) may be excessive or insufficient depending on the game situation.

[0059] On the other hand, in the embodiment, the determination unit 102 determines the ducking amount according to the game situation. With this configuration, the ducking amount in the ducking process can be appropriately set to "an amount according to the game situation."

[0060] In addition, in the embodiment, the volume and ducking amount in the ducking process are indicated by loudness values. In the ducking process, the audio processing unit 101 generates audio data including non-target sounds so that the loudness value of the non-target sounds is reduced by the ducking amount. With this configuration, the volume of the non-target sounds can be reduced taking into account the characteristics of human hearing. This allows the ducking process to be performed taking into account the characteristics of human hearing.

[0061] In the embodiment, the determination unit 102 determines the ducking amount according to the volume difference between the target sound and the non-target sound. With this configuration, the ducking amount can be appropriately set to "an amount according to the volume situation in the game."

[0062] In the embodiment, the determination unit 102 determines the ducking amount so that the amount of change in the ducking amount within a predetermined time does not exceed a threshold. With this configuration, it is possible to mitigate the strangeness of the sound caused by a sudden change in the ducking amount (a large change in a short time).

[0063] (Other embodiments) In the above description, steps S12 and S13 may be omitted from the determination process shown in Fig. 3. That is, the determination unit 102 may determine the next ducking amount according to the game situation, without determining whether or not the ducking change amount exceeds the threshold value.

[0064] In the above description, the volume and amount of ducking in the ducking process are represented by loudness values, but this is not limiting. For example, the volume and amount of ducking in the ducking process may be represented by other index values ​​such as peak values ​​or RMS (Root Mean Square). The same applies to the volume in the determination process.

[0065] In the above description, the ducking amount is derived (determined) based on the volume difference between the target sound and the non-target sound, but this is not limiting. For example, the determination unit 102 may derive (determine) the ducking amount based only on the volume of the non-target sound. In this case, the ducking amount derived (determined) by the determination unit 102 may increase as the volume of the non-target sound increases.

[0066] 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.

[0067] 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.

[0068] 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]

[0069] 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 Acoustic Processing Unit 102 Decision Section

Claims

1. A computer, a game progression unit that progresses a game that takes place in a virtual space; a sound processing unit that performs ducking processing to generate audio data including non-target sounds, which are sounds other than the target sounds that are played in the game, so that the volume of the non-target sounds is reduced by a ducking amount; and a determining unit that determines the ducking amount according to the game situation; the volume and the ducking amount are indicated by loudness values, In the ducking process, the acoustic processing unit generates audio data including the non-target sound so that the loudness value of the non-target sound is reduced by the ducking amount. Game program.

2. A computer, a game progression unit that progresses a game that takes place in a virtual space; a sound processing unit that performs ducking processing to generate audio data including non-target sounds, which are sounds other than the target sounds that are played in the game, so that the volume of the non-target sounds is reduced by a ducking amount; and a determining unit that determines the ducking amount according to the game situation; the game situation includes a volume difference between the target sound and the non-target sound; The determination unit determines the ducking amount according to a volume difference between the target sound and the non-target sound. Game program.

3. a storage unit that stores the game program of claim 1 or 2; a control unit that executes the game program; Game device.

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