program and sound control device

By synchronizing breathing sound reproduction with character movements using a parameter-based control system, the system reduces discrepancies and enhances immersion in computer games.

JP7795114B2Active Publication Date: 2026-01-07CAPCOM CO LTD
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Patent Information

Application Number
JP2023028320
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 reduce a gap between a respiratory sound and an action of a character.SOLUTION: A computer is caused to function as: a character control unit for controlling a character in a virtual space according to an operation of a user; and an acoustic processing unit for reproducing a sound as a respiratory sound of the character. The character control unit has a control mode to control the character to either a first state that the character takes a mode in which harshness of the respiration increases or a second state that the character takes a mode in which harshness of the respiration decreases. The acoustic processing unit has a reproduction mode for reproducing a sound in which the harshness of the respiration becomes greater according to a time that the first state continues.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present disclosure relates to a program and an audio control device. [Background technology]

[0002] Some game programs reproduce sound effects in a virtual space (see, for example, Patent Document 1). In the example of Patent Document 1, in a shooting game, gunshot sounds and the like are reproduced during the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-156589 Summary of the Invention [Problem to be solved by the invention]

[0004] For example, in computer games, if there is a discrepancy between the sounds a character makes and the character's movements in the virtual space, the sense of immersion may be lost. For example, if there is a discrepancy between breathing sounds and movements, the sense of immersion may be lost.

[0005] The present disclosure relates to reducing the discrepancy between a character's breathing sounds and their movements. [Means for solving the problem]

[0006] A first aspect provides a computer comprising: a character control unit that controls a character in the virtual space in response to a user's operation; a sound processing unit that reproduces a sound representing the breathing sound of the character; It functions as the character control unit has a control mode for controlling the character to either a first state in which the character assumes a state in which the roughness of breathing increases, or a second state in which the character assumes a state in which the roughness of breathing decreases; The acoustic processing unit includes: In the first state, a sound indicating that the breathing is becoming rougher is reproduced, a playback mode for playing back a sound in which the breathing becomes increasingly rough depending on the duration of the first state; It is a program.

[0007] In a first aspect, The sound processing unit may have a playback mode in which, when the character's state changes in the order of the first state, the second state, and again the first state, at the start of the first state following the second state, an audio signal indicating breathing that is less rough than the audio signal indicating breathing that is less rough than the audio signal at the end of the first state preceding the second state.

[0008] In the above aspect, The acoustic processing unit includes: The sound is reproduced based on the value of the parameter indicating the roughness of breathing, In the first state, the value of the parameter is changed according to the passage of time in the first state; In the second state, the value of the parameter may be changed in a direction opposite to the change of the parameter in the first state as time passes in the second state.

[0009] In the above aspect, The character control unit may have a control mode that continues the first state regardless of the value of the parameter.

[0010] A second aspect is a storage unit that stores the program of the above aspect; a control unit that executes the program; It is an acoustic control device equipped with the above. [Effects of the Invention]

[0011] According to the present disclosure, it is possible to reduce the discrepancy between a character's breathing sounds and their movements. [Brief explanation of the drawings]

[0012] [Figure 1] FIG. 2 is a block diagram showing the configuration of the game device. [Figure 2] FIG. 10 is a diagram illustrating an example of breath sound control of a player character. [Figure 3] 10A and 10B are diagrams illustrating another example of controlling the breathing sounds of the player character. DETAILED DESCRIPTION OF THE INVENTION

[0013] [Embodiment] An example in which the program is implemented as a game program and the sound control device is realized as a game device will be described below.

[0014] 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.

[0015] In this game, a character moves by running or walking in a virtual space. Various sound effects are played in this game. For example, the sound of the character breathing is played in this game.

[0016] <<Configuration of the Game Device>> <Hardware configuration> 1 is a block diagram showing the configuration of a game device 5 (sound control device). 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.

[0017] 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).

[0018] The game progresses on the game device 5 based on the installed game program and game data. The game devices 5 can communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0019] 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.

[0020] 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).

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] <Functional Configuration of Control Unit 56> The control unit 56 executes the game program to function as a character control unit 561 and a sound processing unit 562 (see FIG. 1).

[0028] -Character control unit 561- The character control unit 561 controls the operation of the player character (hereinafter referred to as the player character PC), non-player characters, and predetermined objects (such as vehicles) in the virtual space. The character control unit 561 progresses the game in accordance with the operations of the player character PC and non-player characters.

[0029] The character control unit 561 controls the actions of non-player characters and predetermined objects using, for example, AI (artificial intelligence). The character control unit 561 controls the actions of the player character PC in response to the operation of the controller 63 by the user.

[0030] The character control unit 561 has a control mode for controlling the state of the player character PC to one of a first state, a second state, and a third state.

[0031] In the first state, the player character PC assumes a state in which his / her breathing becomes increasingly rough. "Increasingly rough breathing" refers to an action that would cause a person or animal to breathe more roughly if that person or animal were to perform that action in the real world. For example, the first state is a state in which the player character PC is running, swimming, jumping, fighting, or the like in the virtual space.

[0032] In the second state, the player character PC assumes a pose that reduces the degree of rough breathing. "A pose that reduces rough breathing" refers to a movement (including a posture) that would reduce the degree of rough breathing if a person or animal were to perform it in the real world. For example, the second state is a state in which the player character PC is standing still, walking, sitting, or the like in the virtual space.

[0033] The third state is a state in which the player character PC is in a state in which the degree of heavy breathing does not change. For example, the third state is a state in which the player character PC is sleeping. In this game program, the manner in which the player character PC is walking may also be treated as the third state depending on the speed, etc.

[0034] -Audio Processing Unit 562- The sound processor 562 controls the reproduction of sounds required for the game. Specifically, the sound processor 562 outputs predetermined sound data to the audio processor 53.

[0035] The sound processing unit 562 has a function of controlling the reproduction of the breathing sounds of the player character PC. Specifically, the sound processing unit 562 performs the following processes.

[0036] The sound processing unit 562 sets (calculates) a parameter indicating the roughness of breathing (hereinafter referred to as the breathing parameter) according to the movement of the player character PC. In this embodiment, the larger the value of the breathing parameter, the rougher the breathing. An initial value of the breathing parameter is set at the start of the game. The breathing parameter has a lower limit and an upper limit.

[0037] The value of the respiratory parameter is a function of time. The sound processor 562 increases the respiratory parameter in accordance with the duration of the first state. In this embodiment, the sound processor 562 increases the respiratory parameter in proportion to the duration of the first state.

[0038] The sound processor 562 reduces the respiratory parameter in accordance with the duration of the second state. In this embodiment, the sound processor 562 reduces the respiratory parameter in proportion to the duration of the second state.

[0039] The sound processor 562 does not change the respiratory parameter in the third state. In this embodiment, the respiratory parameter in the third state is a predetermined constant.

[0040] When the state of the player character PC changes (first state, second state, third state), the sound processing unit 562 calculates the breathing parameters in the new state, using the breathing parameters at the time of the change as initial values.

[0041] For example, when switching from the first state to the second state, if the value of the respiratory parameter at the end of the first state is v1, the sound processor 562 sets the value of the respiratory parameter at the start of the second state to v1 and decreases the value of the respiratory parameter as time passes.

[0042] The breathing parameter can be said to indicate the breathing state (roughness of breathing) of the player character PC. The sound processing unit 562 has a playback mode (hereinafter referred to as breathing sound playback mode) that plays back the breathing sounds of the player character PC according to the value of the breathing parameter.

[0043] In the breathing sound reproduction mode, the sound processor 562 reproduces sounds that indicate increasing roughness of breathing in the first state. Specifically, the sound processor 562 reproduces breathing sounds that become rougher as the breathing parameter increases. In other words, the sound processor 562 reproduces sounds that become rougher as the first state continues for a longer period of time.

[0044] In the second state, the sound processor 562 reproduces sounds that indicate that the roughness of breathing is decreasing. Specifically, the sound processor 562 reproduces breathing sounds that become less rough as the breathing parameter decreases. In other words, the sound processor 562 reproduces sounds that become less rough as the second state continues.

[0045] In the third state, the breathing parameters are constant, and the sound processor 562 reproduces breathing sounds with a constant roughness.

[0046] <<Example of operation>> When the game starts, the character control unit 561 moves the player character PC in the virtual space in response to the user's (the game player's) operation of the controller 63. The character control unit 561 also moves objects such as non-player characters in the virtual space as necessary.

[0047] Example 1 2 shows an example of breath sound control of the player character PC. In the example of FIG. 2, the character control unit 561 controls the player character PC to a first state from t=0 to t=t1. In this example, the player character PC is running from t=0 to t=t1.

[0048] Between t=0 and t=t1, the sound processor 562 gradually increases the respiratory parameter in accordance with the passage of time. The respiratory parameter at t=0 is v0 (initial value during the period from t=0 to t=t). The value of the respiratory parameter at t=t1 is v1.

[0049] From t=0 to t=t1, the sound processing unit 562 instructs the audio processing unit 53 to reproduce breathing sounds of roughness according to the breathing parameters. As a result, from t=0 to t=t1, breathing sounds that gradually become rougher with the passage of time are output from the speaker 62 as breathing sounds of the player character PC.

[0050] Between t=t1 and t=t2, the character control unit 561 controls the player character PC to be in the second state. In this example, between t=t1 and t=t2, the player character PC is standing still.

[0051] Between t=t1 and t=t2, the sound processing unit 562 decreases the value of the respiratory parameter over time. The value of the respiratory parameter at t=t1 is v1. The value of the respiratory parameter at t=t2 is v2. In this example, v1>v2>v0.

[0052] From t=t1 to t=t2, the sound processor 562 also instructs the audio processor 53 to reproduce breathing sounds of a roughness according to the breathing parameters. As a result, from t=t1 to t=t2, breathing sounds whose roughness gradually decreases with the passage of time are output from the speaker 62 as breathing sounds of the PC.

[0053] After t=t2, the character control unit 561 controls the player character PC to be in state 1. In this example, after t=t2, the player character PC is running again.

[0054] The value of the respiratory parameter at t=t2 is v2. The value of the respiratory parameter at t=t3 is v3. In this example, v3>v2. In the example of FIG. 2, from t=t2 to t=t3, the sound processing unit 562 increases the value of the respiratory parameter over time.

[0055] From t=t2 to t=t3, the sound processing unit 562 also instructs the audio processing unit 53 to reproduce breathing sounds of roughness according to the breathing parameters. As a result, from t=t2 to t=t3, breathing sounds that gradually become rougher with the passage of time are output from the speaker 62 as breathing sounds of the player character PC.

[0056] In this example, v3 is the upper limit of the respiratory parameter. After t=t3, the sound processing unit 562 does not change the value of the respiratory parameter. After t=t3, the sound processing unit 562 maintains the change in the value of the respiratory parameter at v3 (the upper limit).

[0057] After t=t3, the sound processing unit 562 continues to instruct the audio processing unit 53 to reproduce breathing sounds of roughness according to the breathing parameters. As a result, after t=t3, breathing sounds of a predetermined roughness (the roughest breathing sounds in this game) are output from the speaker 62 as the breathing sounds of the player character PC, regardless of the passage of time.

[0058] As described above, when the state of the player character PC changes in the order of first state, second state, and first state again, at the start of the first state following the second state, the sound processing unit 562 has a playback mode that plays back audio indicating breathing that is less rough than the degree of roughness of breathing (v1) indicated by the audio at the end of the first state preceding the second state.

[0059] Example 2 3 shows another example of breath sound control of the player character PC. In the example of FIG. 3, the player character PC is controlled to be in a first state from t=0 to t=t1. In the example of FIG. 3, the player character PC is running from t=0 to t=t1.

[0060] Between t=0 and t=t1, the sound processor 562 gradually increases the respiratory parameter in accordance with the passage of time. The respiratory parameter at t=0 is v0 (initial value for the period from t=0 to t=t1). The value of the respiratory parameter at t=t1 is v1.

[0061] The sound processing unit 562 instructs the audio processing unit 53 to reproduce breathing sounds of roughness according to the breathing parameters. As a result, breathing sounds that gradually become rougher with the passage of time from t=0 to t=t1 are output from the speaker 62 as breathing sounds of the player character PC.

[0062] From t=t1 to t=t2, the player character PC is controlled to be in state 2. In this example, from t=t1 to t=t2, the player character PC is standing still.

[0063] Between t=t1 and t=t2, the sound processing unit 562 decreases the value of the respiratory parameter over time. The value of the respiratory parameter at t=t1 is v1. The value of the respiratory parameter at t=t2 is v2. In this example, v1>v0>v2. That is, the value of v2 may be smaller than v0.

[0064] From t=t1 to t=t2, the sound processing unit 562 also instructs the audio processing unit 53 to reproduce breathing sounds of a roughness according to the breathing parameters. As a result, from t=t1 to t=t2, breathing sounds whose roughness gradually decreases with the passage of time are output from the speaker 62 as the breathing sounds of the player character PC.

[0065] After t=t2, the character control unit 561 controls the player character PC to be in state 3. In this example, after t=t2, the player character PC walks slowly.

[0066] 3, after t=t2, the sound processing unit 562 does not change the value of the respiratory parameter even if time passes. The value of the respiratory parameter after t=t2 is v2.

[0067] The sound processor 562 instructs the audio processor 53 to reproduce breathing sounds of a certain roughness according to the breathing parameters. As a result, breathing sounds of a certain roughness are reproduced from t=t2 onwards.

[0068] To summarize the above, the present embodiment is a program that causes a computer (control unit 56) to function as a character control unit 561 that controls a character in a virtual space in response to user operation, and as an audio processing unit 562 that plays audio as the sound of the character's breathing, the character control unit 561 having a control mode that controls the character to either a first state in which the character (player character PC) assumes a state in which the breathing becomes more rough, or a second state in which the character assumes a state in which the breathing becomes less rough, the audio processing unit 562 replays audio in the first state that indicates the increasing roughness of the breathing, and has a playback mode that replays audio in which the breathing becomes more rough depending on the time the first state continues.

[0069] Effect of this embodiment As described above, according to this embodiment, breathing sounds are reproduced at a roughness that corresponds to the duration of the posture of the player character PC, thereby reducing the discrepancy between the breathing sounds and the movements of the character.

[0070] [Other embodiments] The breathing parameters may be applied to characters other than the player character PC (non-player characters) to control breathing sounds.

[0071] The breathing parameters may be used for purposes other than controlling breathing sounds. For example, they may be used to change the motion or effects of a character. More specifically, as the breathing parameters increase, breathing motions may become faster, or the white breath effect in cold weather may change (become louder or more frequent).

[0072] The respiratory parameters do not necessarily have to be values ​​proportional to time. For example, the respiratory parameters may be calculated using a quadratic function or an exponential function with time as a variable.

[0073] The sound processor 562 may be implemented so as not to reproduce breathing sounds in the third state.

[0074] The sound processor 562 may be configured not to reproduce the breathing sounds of the character while the character is standing still (while in the second state). Even in this case, the sound processor 562 may decrease the breathing parameters over time.

[0075] A control mode that continues the first state regardless of the value of the breathing parameter may be implemented in the character control unit 561. Specifically, the character control unit 561 may cause the player character to continue the first state (for example, running) even after the breathing parameter of the player character reaches the upper limit value.

[0076] On the other hand, the character control unit 561 may control the character by providing a stamina parameter separate from the breathing parameter. The stamina parameter decreases when the player character performs a predetermined action such as running or jumping. When the stamina parameter of a character falls below a predetermined value, the character control unit 561 controls the character so that the character cannot perform the predetermined action.

[0077] For example, while the player character continues in the first state (e.g., running), the breathing parameter increases and the stamina parameter decreases. Even after the character's breathing parameter reaches its upper limit, the character control unit 561 causes the character to continue in the first state as long as the stamina parameter remains at or above a predetermined value. When the character's stamina parameter becomes 0 (below a predetermined value), the character control unit 561 cancels the first state and forcibly controls the character to enter the second state. Such implementation broadens the scope of presentation.

[0078] The game program may be implemented as a game program for a so-called online game. When the game program is for an online game, the processing that was previously performed by the game device 5 may be performed on the server side instead, or the processing may be shared between the server side and the client (game device 5) side.

[0079] 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]

[0080] 5. Game devices (sound control devices) 55 Storage section 56 Control Unit (Computer) 561 Character Control Unit 562 Acoustic Processing Unit

Claims

1. Computer, a character control unit that controls a character in the virtual space in response to a user's operation; a sound processing unit that reproduces a sound representing the breathing sound of the character; It functions as the character control unit has a control mode for controlling the character to either a first state in which the character assumes a state in which the roughness of breathing increases, or a second state in which the character assumes a state in which the roughness of breathing decreases; The acoustic processing unit includes: In the first state, a sound indicating that the breathing is becoming rougher is reproduced, a playback mode for playing back a sound in which the breathing becomes increasingly rough depending on the duration of the first state; program.

2. In the program of claim 1, The sound processing unit has a playback mode for playing back, when the state of the character changes in the order of the first state, the second state, and the first state, a sound indicating breathing that is less rough than the sound indicated when the first state preceding the second state ends, at the start of the first state following the second state. program.

3. a storage unit that stores the program of claim 1 or claim 2; a control unit that executes the program; An acoustic control device comprising:

Citation Information

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