Game program and game device

The game program and device dynamically adjust sound characteristics using ray casting to account for object thickness and material, improving the realism and immersion of audio playback in virtual environments.

JP7795113B2Active Publication Date: 2026-01-07CAPCOM CO LTD
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Patent Information

Application Number
JP2023027926
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-27
Publication Date
2026-01-07
Estimated Expiration
2043-02-27

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Abstract

To enhance a sense of immersion by sound reproduction.SOLUTION: A computer is caused to function as: a game progressing part 561 for operating a character P in a virtual space in response to a user's operation; and an acoustic processing part 562 for reproducing a sound in the virtual space. When an object F2 is arranged on a sound propagation path from a sound source to the character P, the acoustic processing part 562 changes the sound according to the thickness d1 of the object F2 in the sound propagation path.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] Some game programs reproduce environmental sounds corresponding to game scenes in order to enhance the sense of realism (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-209604 Summary of the Invention [Problem to be solved by the invention]

[0004] In games, in order to enhance the sense of realism, it is required that sounds corresponding to the game scenes be reproduced.

[0005] An object of the present disclosure is to improve the sense of immersion through audio playback in a virtual space. [Means for solving the problem]

[0006] A first aspect provides a computer comprising: a game progression unit that controls the character in the virtual space in response to user operations; an audio processing unit that reproduces audio in the virtual space; It functions as When an object is placed on a propagation path of the sound from a sound source to the character, the sound processing unit changes the sound in accordance with a thickness of the object on the propagation path. It is a game program.

[0007] In a first aspect, The sound processing unit may calculate the thickness of the object by ray casting.

[0008] In a first aspect, The sound processing unit may change the sound depending on the material of the object.

[0009] A second aspect of the present invention is a game device including: a storage unit that stores the game program of the first aspect; a control unit that executes the game program; It is a game device equipped with the above. [Effects of the Invention]

[0010] According to the present disclosure, the sense of immersion is improved by audio playback in a virtual space. [Brief explanation of the drawings]

[0011] [Figure 1] FIG. 2 is a block diagram showing the configuration of the game device. [Figure 2] FIG. 10 is a diagram showing an example of a game screen. DETAILED DESCRIPTION OF THE INVENTION

[0012] [Embodiment] Hereinafter, embodiments of a game program and a game device will be described.

[0013] A game based on this game program is played in a virtual space (three-dimensional). There are no limitations on the type of game. For example, the game may be a fighting action game in which a player character attacks and defeats enemy characters.

[0014] <<Configuration of the Game Device>> <Hardware configuration> 1 is a block diagram showing the configuration of a game device 5. The game device 5 executes a predetermined game based on user operations. The game device 5 has a display 61, a speaker 62, and a controller 63 either externally connected or built-in.

[0015] The game device 5 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).

[0016] The game progresses on the game device 5 based on the installed game program and game data. Game devices 5 can also communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0017] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0018] The network interface 51 is communicably connected to the communication network in order to transmit and receive various data to and from, for example, other game devices 5 and external server devices (not shown).

[0019] The graphics processing unit 52 renders game images including the player character and various objects in the virtual space in a moving image format in accordance with game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61 (e.g., a liquid crystal display). The game images rendered in a moving image format are displayed on the display 61 as a game screen.

[0020] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 plays digital game sounds in accordance with instructions from the control unit 56. Specifically, the audio processing unit 53 converts the sound data output by the control unit 56 into an analog signal and outputs it to the speaker 62.

[0021] The audio processing unit 53 is configured to be capable of multi-channel audio output in order to reproduce three-dimensional sound. Accordingly, a plurality of speakers 62 are connected to the game device 5. These speakers 62 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.

[0022] The operation unit 54 is connected to the controller 63. The operation unit 54 transmits and receives signals to and from the controller 63. A game player operates various controls such as buttons on the controller 63 to input signals (commands, data, etc.) to the game device 5.

[0023] The storage unit 55 is composed of an HDD, SSD, RAM, ROM, etc. Game data, various programs including game programs, etc. are stored in the storage unit 55. Examples of game data include game media and user account information.

[0024] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.

[0025] <Functional Configuration of Control Unit 56> The control unit 56 executes the game program to function as a game progression unit 561 and a sound processing unit 562 (see FIG. 1).

[0026] -Game Progression Section 561- The game progression unit 561 causes player characters to move within a virtual space in response to operations by the user (here, the game player). The game progression unit 561 also causes non-player characters and predetermined objects (such as vehicles) to move within the virtual space.

[0027] The game progression unit 561 controls the actions of non-player characters and predetermined objects using, for example, AI (artificial intelligence). The game progression unit 561 progresses the game in accordance with the actions of the player characters and non-player characters.

[0028] -Audio Processing Unit 562- In this game program, various types of sound data are prepared in advance. The sound processing unit 562 plays back the sound data in accordance with the progress of the game. Specifically, the sound processing unit 562 selects sound data in accordance with the progress of the game and outputs the selected sound data to the audio processing unit 53.

[0029] When outputting audio data, the sound processing unit 562 instructs the volume of the audio data to the audio processing unit 53. The audio processing unit 53 converts the audio data output by the sound processing unit 562 into an analog signal of the instructed volume and outputs it to the speaker 62.

[0030] The sound processing unit 562 performs sound image localization when reproducing sound. To perform sound image localization, the sound processing unit 562 sets a virtual sound receiving point (hereinafter referred to as a "virtual microphone") in the virtual space where sound is heard. In this example, the virtual microphone is set near the player character (hereinafter referred to as a "character P"). The virtual microphone moves as the character P moves.

[0031] In this game, acoustic effects are produced so that sounds appear to be coming from a virtual sound source existing in the virtual space. The sound processor 562 outputs sounds emitted from virtual sound sources (such as weapons held by the player character) to the speaker 62 in an acoustic representation that makes it appear as if the sounds were collected by a virtual microphone. The virtual microphone is a virtual listener and is the reference point for sound image localization by the sound processor 562.

[0032] In a game progressed by game progression unit 561, in response to operations by each user, player characters are made to move around in a three-dimensional virtual space, and player characters are organized into groups to perform various actions. More specifically, this game is an action game in which player characters attack and defeat enemy characters.

[0033] In this game, background music (BGM) plays when a predetermined trigger condition is met during the player character's movement or action. Examples of predetermined trigger conditions include the player character moving to a predetermined location, the appearance of an enemy character, or after defeating an enemy character. This game also includes so-called environmental sounds as acoustical effects.

[0034] Examples of such environmental sounds include the sound of water droplets falling from the ceiling onto a puddle inside a cave, the sound of wind blowing from the entrance to the exit of a cave, the sounds of the hustle and bustle of a town (such as the voices of passersby and the sounds of cars passing nearby), the sound of wind blowing through a forest or grassland, and the calls of birds, insects, and other small animals.

[0035] In this game, the virtual space has multiple subspaces (areas) separated from each other by walls with openings. Examples of subspaces include rooms in a building. In this example, a "wall" is a wall that separates one room from another. An "opening" is an entrance or exit (e.g., an open door) between rooms.

[0036] In addition, in this game, objects that are treated as sound sources are placed in each area. These objects include environmental objects that make up the environment in the virtual space, and sound source objects that serve as virtual sound sources in the virtual space. Examples of environmental objects include objects that represent terrain such as bedrock, caves, and rivers, as well as objects that represent buildings and trees. Examples of sound source objects include objects that operate in the virtual space and objects that only output sound in the virtual space. Character P also serves as a virtual sound source in the virtual space.

[0037] In this game, objects that act as sound sources (hereinafter referred to as "objects F1") are placed in each area. Examples of such objects F1 include enemy characters, non-player characters, items, machines, and equipment.

[0038] In this game, an object that changes the sound (hereinafter referred to as "object F2") may be placed in a specific area. Examples of such an object F2 include a thick object such as a wall or a pillar.

[0039] For example, as shown in FIG. 2, suppose that an object F2 is placed between an object F1 and a character P. In this case, the sound emitted by the object F1 is transmitted to the character P via the object F2. Therefore, the sound emitted by the object F1 changes depending on the thickness d1 and material of the object F2. For example, if the object F2 is a wall, the sound of the object F is transmitted to the character P as a muffled sound.

[0040] In conventional games, the sound of object F1 is generated in advance, taking into account the thickness d1 of object F2, and is played back as needed. As a result, only the sound generated in advance is played back, which limits the sense of realism that can be achieved.

[0041] Therefore, in this embodiment, when an object F2 is placed on the propagation path of the sound from the object F1 (sound source) to the character P, the sound processing unit 562 changes the sound according to the thickness d1 of the object F2 on the propagation path. This makes it possible to create a realistic sound representation.

[0042] <<Example of operation>> Here, the processing of the sound processing unit 562 will be described with reference to FIG.

[0043] For example, when the object F1 is the sound source, the sound processing unit 562 determines whether or not an object that changes the sound is located between the character P and the object F1.

[0044] For example, the existence of object F2 is determined using a technique called ray casting. The basic principle of ray casting is to cast a virtual ray from one reference point (hereinafter referred to as the start point) to another reference point (hereinafter referred to as the end point), and check whether there is an object that intersects with the ray.

[0045] In the example of Fig. 2, the sound processing unit 562 sets the character P, which is a virtual microphone, as the starting point and the object F1, which is a sound source, as the end point. In this case, if a virtual ray (straight line) L is extended from the character P to the object F1, it will intersect with the object F2. In other words, the sound processing unit 562 determines that the object F2 that changes the sound exists between the character P and the object F1. Note that the virtual ray L at this time corresponds to the propagation path of the sound.

[0046] When the sound processing unit 562 determines that an object F2 exists between the character P and the object F1, it detects the length of a virtual ray L within the object F2. Specifically, the sound processing unit 562 finds two points where the periphery of the object F2 intersects with the virtual ray L, and detects the distance between these two points. The length of the virtual ray L within the object F2 corresponds to the thickness d1 of the object F2.

[0047] Furthermore, when the sound processing unit 562 determines that an object F2 exists between the character P and the object F1, it detects the material of the object F2. Examples of the material of the object F2 include metal, wood, and stone. Data such as the material of the object F2 is stored in the storage unit 55 in advance.

[0048] The sound processing unit 562 then changes the sound of the object F1 according to the length of the virtual light ray L within the detected object F2 (thickness d1 of the object F2) and the material of the detected object F2.

[0049] Specifically, the sound processing unit 562 controls the volume and performs filtering on the sound of the object F1 according to the detected thickness d1 of the object F2. For example, when the thickness d1 of the object F is thick, the sound processing unit 562 reduces the volume and applies a low-pass filter with a low cutoff frequency. When the thickness d1 of the object F is thin, the sound processing unit 562 reduces the volume and applies a low-pass filter with a high cutoff frequency.

[0050] Furthermore, the sound processing unit 562 performs volume control and filtering on the sound of the object F1 according to the material of the detected object F2. For example, if the material of the object F2 is stone or other material that does not easily transmit sound, the sound processing unit 562 reduces the sound volume and applies a low-pass filter with a low cutoff frequency.

[0051] To summarize the above, this is a game program that causes the computer (control unit 56) to function as a game progression unit 561 that moves character P in virtual space in response to user operation, and as an audio processing unit 562 that plays sound in the virtual space, and when object F2 is placed on a virtual ray L (sound propagation path) from object F1 (sound source) to character P, the audio processing unit 562 changes the sound in response to the thickness d1 of object F2 on the virtual ray L.

[0052] Effect of this embodiment In this game, the sound of object F1 changes depending on the thickness d1 of object F2 on the sound propagation path. This allows the sound to be played back taking into account the thickness d1 of object F2, which is located between character P and the sound source, thereby enhancing the sense of realism and the immersive feeling that can be achieved through sound playback.

[0053] Furthermore, the sound processing unit 562 detects the thickness d1 of the object F2 by ray casting, which makes it possible to more accurately determine the thickness d1 of the object F2, thereby enhancing the sense of realism.

[0054] Furthermore, the sound processor 562 changes the sound depending on the material of the object F2, thereby allowing the sound to be reproduced taking into consideration the material of the object F2, thereby enhancing the sense of realism.

[0055] [Other embodiments] Furthermore, in the above embodiment, the object F1 is described as a sound source object, but the object F1 may be an environmental object, or any other object that can be a sound source.

[0056] In the above embodiment, the sound processing unit 562 detects the thickness d1 of the object F2 by ray casting, but this is not limiting. For example, the thickness d1 may be set in advance for the object F2, and the sound processing unit 562 may detect (read) this thickness d1.

[0057] Furthermore, in the above embodiment, the object F2 is described as a structure such as a wall or a pillar, but the object F2 is not limited to this. The object F2 may be, for example, a moving object such as an enemy character or an animal. In this case, the sound processing unit 562 performs a raycast at predetermined intervals to detect the current position of the object F2. As a result, the sound processing unit 562 determines whether the object F2 is present on the propagation path of the sound of the object F1.

[0058] In the above embodiment, the sound propagation path between the character P and the object F1 is a straight line (specifically, a virtual ray L), but the sound propagation path is not limited to a straight line. A navigation mesh or the like set as a movement path for a non-player character or the like may be used as the sound propagation path.

[0059] Furthermore, the processing of this program may be performed by a server device to which the user device (game device 5) is connected, or may be shared between the user device and the server device. This is the form assumed when this program is implemented as a game program for an online game.

[0060] The effects of the present embodiment 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. [Explanation of symbols]

[0061] 5. Gaming devices 55 Storage section 56 Control Unit (Computer) 561 Game Progression Department 562 Acoustic Processing Unit

Claims

1. Computer, a game progression unit that controls the character in the virtual space in response to user operations; an audio processing unit that reproduces audio in the virtual space; It functions as The acoustic processing unit includes: If an object is placed on a propagation path of the sound from a sound source to the character, the sound is changed according to a thickness of the object on the propagation path; If the object is thick, a low-pass filter with a low cutoff frequency is applied to the audio, and if the object is thin, a low-pass filter with a high cutoff frequency is applied to the audio. Game program.

2. The game program of claim 1, the sound processing unit calculates the thickness of the object by ray casting; Game program.

3. The game program of claim 1, the sound processing unit changes the sound depending on the material of the object. Game program.

4. a storage unit that stores the game program according to any one of claims 1 to 3; a control unit that executes the game program; A game device comprising:

Citation Information

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