Program and collective sound reproduction method

By clustering individual sound playback locations and using these clusters for collective sound reproduction, the mechanism addresses the increased processing load issue, enabling efficient and realistic sound reproduction in virtual spaces.

JP7828258B2Active Publication Date: 2026-03-11KOEI TECMO GAMES CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-08-15
Publication Date
2026-03-11

AI Technical Summary

Technical Problem

Existing methods for reproducing realistic background noise in virtual spaces face increased processing loads as the number of dynamic objects increases, making it difficult to efficiently manage sound playback.

Method used

A mechanism that records playback history of individual sounds, classifies them into clusters based on location, and plays collective sounds using these clusters as playback areas, reducing processing load.

Benefits of technology

Enables realistic collective sound reproduction with reduced processing requirements, allowing for dynamic adjustments based on the number and activity of sound-generating objects.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a novel mechanism for reproducing realistic collective sound while reducing a processing load.SOLUTION: An information processor includes: a reproduction history storage unit configured to record reproduction histories of individual sounds reproduced in a virtual space where a player object and a sound generation object operate; a clustering unit configured to classify, on the basis of the reproduction histories, reproduction locations of the individual sounds into a plurality of clusters; and a collective sound reproduction unit configured to reproduce, using the clusters as a reproduction area, collective sound. A program is provided to make each unit of the information processor function.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present disclosure relates to a program and a method for collective sound reproduction. [Background technology]

[0002] Some game programs generate sounds (an example of background noise) that express the atmosphere of non-player characters (NPCs) making a commotion as a production technique. A sound reproduction method for reproducing background noise with a sense of realism has been known for some time (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-74396 Summary of the Invention [Problem to be solved by the invention]

[0004] For example, to realize a realistic virtual space, individual sounds such as voices and sound effects (SE) by NPCs may be played back, and sounds as a group (group sounds) may also be played back. In Patent Document 1, all or some of multiple dynamic objects operating in a virtual space are divided into multiple clusters by clustering, and sounds are associated with each cluster and played back.

[0005] However, in Patent Document 1, background noise is reproduced based on multiple dynamic objects operating in a virtual space, so there was a problem that as the number of dynamic objects increased, the processing required to reproduce realistic background noise became heavy.

[0006] An object of the present disclosure is to provide a new mechanism for reproducing realistic collective sound while reducing the processing load. [Means for solving the problem]

[0007] According to one aspect of the present disclosure, there is provided a program for causing an information processing device to function as: a playback history storage unit configured to record the playback history of individual sounds played in a virtual space in which a player object and a sound-generating object operate; a clustering unit configured to classify playback locations of the individual sounds into a plurality of clusters based on the playback history; and a collective sound playback unit configured to play collective sounds using the clusters as playback areas. [Effects of the Invention]

[0008] According to one aspect, a new mechanism can be provided for reproducing realistic collective sounds while reducing the processing load. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a configuration diagram of an example of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram illustrating an example of a hardware configuration of an information processing device according to an embodiment of the present invention. [Figure 3] FIG. 2 is a diagram illustrating an example of a functional configuration of an information processing apparatus. [Figure 4] 10A and 10B are diagrams illustrating an example of a process for reproducing a collective sound in a virtual space based on a sound-generating object. [Figure 5] 10A and 10B are diagrams illustrating an example of a process for reproducing a collective sound in a virtual space based on a sound-generating object. [Figure 6] 10A and 10B are diagrams illustrating an example of a process for reproducing a collective sound in a virtual space based on a sound-generating object. [Figure 7] 10A and 10B are diagrams illustrating an example of a process for reproducing a collective sound in a virtual space based on a sound-generating object. [Figure 8] FIG. 2 is a diagram illustrating an example of a playback history in the present embodiment. [Figure 9] FIG. 10 is an explanatory diagram showing an example of the playback locations of hit sounds and defeat sounds recorded in the playback history. [Figure 10]FIG. 10 is an explanatory diagram illustrating an example of clusters classified by clustering. [Figure 11] 10 is a flowchart illustrating an example of processing by the information processing device according to the present embodiment. [Figure 12] FIG. 2 is a diagram illustrating an example of a functional configuration of an information processing apparatus. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings.

[0011] [First embodiment] [System Configuration] First, a system configuration according to an embodiment will be described with reference to Fig. 1. Fig. 1 is a configuration diagram of an example of an information processing system according to this embodiment. The information processing system according to an embodiment is configured, for example, as shown in Fig. 1(A) or Fig. 1(B). Fig. 1(A) is an example of an information processing system configured by an information processing device 10. Fig. 1(B) is an example of an information processing system configured such that the information processing device 10 and a server device 14 are communicably connected via a network 18.

[0012] The information processing device 10 in Fig. 1(A) is a computer operated by a user. The information processing device 10 in Fig. 1(A) accepts operations from a user via a touch panel, a controller, a keyboard, a mouse, or the like, executes information processing according to the operations, and outputs the execution results by displaying and sound, etc.

[0013] 1(B) are computers similar to those in FIG. 1(A). The server device 14 transmits and receives data to and from the information processing device 10, executes information processing in accordance with an operation received by the information processing device 10 from a user, and provides the execution result to the information processing device 10. The information processing device 10 outputs the execution result provided by the server device 14 by displaying, sound, etc.

[0014] The server device 14 may be realized by a cloud computer. The number of server devices 14 shown in FIG. 1(B) is not limited to one, and two or more may be used for distributed processing. The server device 14 may be used for downloading programs (applications) to the information processing device 10, for user login processing, or for managing various databases. The system configuration in FIG. 1 is an example.

[0015] The information processing system shown in Figure 1 is applicable to various information processing systems that reproduce individual sounds and collective sounds from sound-generating objects, such as game systems that generate player objects and sound-generating objects in a virtual space and control the player objects and sound-generating objects in the virtual space, social networking service systems, and metaverse systems.

[0016] A player object is a display object such as a player character that a user controls in a virtual space. A sound-generating object is a display object other than a player object that generates individual sounds and collective sounds that represent the actions and states of the sound-generating object in the virtual space. Note that the sound-generating objects may include player objects that other users control in the virtual space.

[0017] If the virtual space is a game space, the sound-generating objects are, for example, ally characters and enemy characters. Furthermore, if the virtual space is a game space, the individual sounds are, for example, sound effects when an attack hits (hereinafter referred to as a hit sound) or a voice when an attack hits (hereinafter referred to as a hit voice). The individual sounds may be, for example, footsteps, armor sounds, or voices when charging.

[0018] Furthermore, if the virtual space is a game space, the collective sound may be, for example, the sound of sword fighting. The collective sound may also be, for example, rumbling, marching sounds, or battle cries. The sounds generated by the sound-generating objects are reproduced by the information processing device 10 and played by the user. For example, if a single sound-generating object generates footsteps as an individual sound, a group of sound-generating objects will generate rumbling and marching sounds as collective sounds.

[0019] [Hardware configuration] The information processing device 10 according to this embodiment is configured, for example, as shown in Fig. 2. The configuration of the server device 14 is the same as that of the information processing device 10, and therefore a description thereof will be omitted. Fig. 2 is a diagram showing an example of the hardware configuration of the information processing device according to this embodiment.

[0020] 2 includes, for example, a CPU (Central Processing Unit) 100, a storage device 102, a communication device 104, an input device 106, and an output device 108. The CPU 100 controls the information processing device 10 in accordance with a program. The storage device 102 is, for example, a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), or a storage such as a HDD (Hard Disk Drive) or an SSD (Solid State Drive). The storage device 102 stores programs and data to be executed by the CPU 100.

[0021] The communication device 104 is a communication device such as a network circuit that controls communication. The input device 106 is an input device such as a touchpad, a controller, a mouse, a keyboard, a camera, or a microphone. The output device 108 is an output device such as a display or a speaker. A touch panel is realized by combining a touchpad, which is an example of the input device 106, with a display, which is an example of the output device 108. The hardware configuration in FIG. 2 is an example. For example, the information processing device 10 may be a smartphone, a portable game console, a personal computer, a workstation, a tablet terminal, a home game device, an arcade game device, or the like. The information processing device 10 may also have a graphics processor unit (GPU) and a digital sound processor (DSP).

[0022] [Function Configuration] Below, an example will be described in which the information processing device 10 shown in Figure 1(A) performs processing related to individual sounds and group sounds in a virtual space, but the information processing device 10 shown in Figure 1(B) and the server device 14 may work together to perform processing related to individual sounds and group sounds in a virtual space.

[0023] Fig. 3 is a diagram showing an example of the functional configuration of an information processing device 10. The information processing device 10 shown in Fig. 3 includes a control unit 20, an operation receiving unit 22, an output control unit 24, a communication unit 26, and a storage unit 28.

[0024] 3 stores a program 40, object information 42, and a playback history 44. The program 40 generates a player object and a sound-generating object in a virtual space, and causes the information processing device 10 to execute processing to control the player object and the sound-generating object in the virtual space. The program also causes the information processing device 10 to execute processing related to individual sounds and collective sounds in the virtual space. The object information 42 is an example of information related to display objects used by the program 40, such as information related to the player object and the sound-generating object.

[0025] The playback history 44 is information that records the playback locations and sound types of individual sounds played in the virtual space. The playback history 44 may be information recorded for each type of sound. The playback history 44 may also be information that records the playback locations and sound types of individual sounds that are used for clustering, which will be described later, among the individual sounds played in the virtual space. The storage unit 28 may be realized by the storage device 102, or may be realized by a storage device that is communicatively connected via the communication unit 26.

[0026] The control unit 20 performs overall control of the information processing device 10. The control unit 20 is realized by the CPU 100 executing the processing described in the program 40. The control unit 20 is configured to include a virtual space control unit 50, an object control unit 52, a clustering unit 54, an individual sound reproduction unit 56, and a collective sound reproduction unit 58.

[0027] The virtual space control unit 50 generates a virtual space such as a virtual game space and controls the generated virtual space. The virtual space may be a two-dimensional space or a three-dimensional space. The object control unit 52 generates a player object and a sound-generating object in the virtual space and controls the player object and the sound-generating object in the virtual space.

[0028] The clustering unit 54 classifies the playback locations of the individual sounds into a plurality of clusters based on the playback history 44, and sets the clusters as playback areas of the collective sounds. Details of the processing by the clustering unit 54 will be described later.

[0029] The individual sound playback unit 56 plays the individual sounds and stores the playback locations and sound types of the played individual sounds in the storage unit 28 as playback history 44. The collective sound playback unit 58 plays the collective sound using the clusters classified by the clustering unit 54 as playback areas. The processing of the collective sound playback unit 58 will be described in detail later.

[0030] The operation reception unit 22 receives various operations from the user via the input device 106. The output control unit 24 outputs various screens to the output device 108 in accordance with the control of the control unit 20. The output control unit 24 also outputs sounds such as individual sounds and collective sounds in the virtual space from the output device 108 in accordance with the control of the control unit 20.

[0031] The operation reception unit 22 is realized by the CPU 100 controlling the input device 106 in accordance with the program 40. The output control unit 24 is realized by the CPU 100 controlling the output device 108 in accordance with the program 40. Various operations by the user on the input device 106 refer to operations by the user operating the operation reception unit 22 in order to cause the CPU 100 to execute processing. The output control unit 24 outputs various screens and sounds in accordance with the control of the control unit 20.

[0032] The communication unit 26 communicates via the network 18 etc. The communication unit 26 is realized by the CPU 100 executing the program 40 and controlling the communication device 104.

[0033] [process] The processing of the information processing system according to this embodiment will be described below. Here, an example will be described in which the virtual space is a battlefield in a game. On the battlefield in the virtual space, a sense of realism on the battlefield can be further expressed by playing collective sounds in addition to individual sounds.

[0034] For example, to express the realism of a battlefield, it is necessary to satisfy the following: consistency between the image (appearance) and sound of the virtual space, expression of the reproduction area of ​​the collective sound, and real-time expression according to the situation on the battlefield. Consistency between the appearance and sound of the virtual space is the consistency between the reproduced sound and the movement of sound-generating objects such as soldiers, the sense of scale of the battle, and the sense of distance from the player object. Expression of the reproduction area of ​​the collective sound is an expression in which the sound is heard from within the range of the reproduction area, rather than as a point sound source. Real-time expression according to the situation on the battlefield is an expression of an update frequency that follows changes in the situation on the battlefield.

[0035] For example, when a collective sound in a virtual space is reproduced based on sound-generating objects, the processing load increases as the number of sound-generating objects increases, as will be described with reference to FIGS.

[0036] 4 to 7 are explanatory diagrams of an example of processing for reproducing a collective sound in a virtual space based on a sound-generating object. Here, the flow of processing for reproducing the sound of a sword fight as a collective sound from a reproduction area based on a sound-generating object is described.

[0037] 4 shows an image of a virtual space in which a player object 1000 and a sound-generating object 1002 operate. In Fig. 4, the position of the player object 1000 is represented by a "□". The position of the sound-generating object 1002 is represented by a "●".

[0038] First, sound-generating objects 1002 that are closer to the player object 1000 than a predetermined distance are extracted from the sound-generating objects 1002 on the battlefield in the virtual space, for example, as shown in Fig. 5. In Fig. 5, the positions of sound-generating objects 1002 that are closer to the player object 1000 than the predetermined distance are represented by "●", and the positions of sound-generating objects 1002 that are not closer to the player object 1000 than the predetermined distance are represented by dotted "○". The processing load for extracting sound-generating objects 1002 as shown in Figs. 4 to 5 increases as the number of sound-generating objects 1002 on the battlefield in the virtual space increases.

[0039] Next, the sound-generating objects 1002 currently engaged in combat are extracted from the sound-generating objects 1002 that are closer to the player object 1000 in Fig. 5 than a predetermined distance. In Fig. 6, the sound-generating objects 1002 currently engaged in combat are represented by "○" in "a" and "b". For example, the "○" in "a" in Fig. 6 represents the sound-generating object 1002 that is an enemy of the player object 1000. The "○" in "b" in Fig. 6 represents the sound-generating object 1002 that is an ally of the player object 1000.

[0040] The sound-emitting object 1002 in combat can be determined from the motion of the sound-emitting object 1002, but the conditions tend to become complicated as follows.

[0041] For example, if the sound-generating object 1002 in an attack motion is determined to be the sound-generating object 1002 in combat, it will be determined to be in combat even if one person is performing an attack motion. If there is an attack target and the sound-generating object 1002 in an attack motion is determined to be the sound-generating object 1002 in combat, the sound of a sword clash will be heard even if the attack does not hit.

[0042] Next, a reproduction area for the collective sound is determined according to the positions of the fighting sound-generating objects 1002 in Fig. 6, as shown in Fig. 7, for example. Fig. 7 shows an example in which a polygon connecting the four points of the positions of the farthest fighting sound-generating objects 1002 in units of troops is set as the reproduction area for the collective sound. In the example of Fig. 7, since there are many fighting sound-generating objects 1002 on the front left side of the player object 1000, it is desired to make the sound of sword fighting from the front left side of the player object 1000 loud and intense, but the sound of sword fighting ends up being heard evenly from all over the front of the player object 1000.

[0043] Therefore, in this embodiment, the playback area of ​​the collective sound in the virtual space is determined based on the playback history 44 of the individual sounds, and the collective sound is played back. Figure 8 is a diagram illustrating an example of the playback history in this embodiment. As shown in Figure 8, the information processing device 10 records the playback locations of hit sounds and defeat voices, which are examples of individual sounds, as the playback history 44.

[0044] 8A shows a state in which a hit sound and a voice message are played back in response to a close-range attack. The hit sound and voice message played back in response to the close-range attack in FIG. 8A are recorded as a playback history 44.

[0045] 8(B) shows a state in which a hit sound and a voice message are played back in response to a long-distance attack. The hit sound and voice message played back in response to the long-distance attack in FIG. 8(B) are recorded as playback history 44.

[0046] 8(C) shows a state in which hit sounds and defeat sounds are played back due to attacks by both enemies and allies. The hit sounds and defeat sounds played back due to attacks by both enemies and allies in FIG. 8(C) are recorded as a playback history 44. When the information processing device 10 records the playback history 44 for a predetermined period of time (e.g., 0.5 seconds), it clusters the playback locations 1004 of the hit sounds and defeat sounds, for example, shown in FIG. 9, recorded in the playback history 44, and classifies them into a plurality of clusters as shown in FIG. 10.

[0047] Fig. 9 is an explanatory diagram showing an example of the playback locations of hit sounds and defeat voices recorded in the playback history, and Fig. 10 is an explanatory diagram showing an example of clusters classified by clustering.

[0048] The hit sound and defeat voice reproduction locations 1004 can be clustered using, for example, the k-means method. The hit sound and defeat voice reproduction locations 1004 can also be clustered using the k-means++ method. For example, by using the k-means method and the k-means++ method, the information processing device 10 can classify the reproduction locations 1004 in FIG. 9 into clusters A to C in FIG. 10.

[0049] The information processing device 10 classifies clusters A to C, which are classified by clustering, as playback areas for the sound of sword fighting, which is an example of collective sounds. The playback area of ​​cluster A includes a large number of playback locations 1004, so a strong sword fighting sound is played as the collective sound. The playback area of ​​cluster B includes a normal number of playback locations 1004, so a medium sword fighting sound is played as the collective sound. The playback area of ​​cluster C includes a small number of playback locations 1004, so a weak sword fighting sound is played as the collective sound.

[0050] In addition, the information processing device 10 uses a sound effect playback method called a state, which makes it possible to express the sound of sword fighting in stages (expressing a gradual collective sound) according to the number of elements that make up the cluster (such as the number of playback histories 44).

[0051] The information processing device 10 plays back the collective sound using the clusters classified by clustering as a playback area. If the position of the player object 1000 is included inside the cluster, the information processing device 10 plays back the collective sound so that it can be heard in all directions. If the position of the player object 1000 is not included inside the cluster, the information processing device 10 plays back the collective sound so that it can be heard from the direction of the cluster.

[0052] In this embodiment, it is possible to express the following collective sounds that cannot be expressed based on the number of sound-generating objects 1002. For example, if a small number of sound-generating objects 1002 are engaged in an intense battle, the number of recorded playback histories 44 increases, and the sound of intense sword fighting can be reproduced as a collective sound.

[0053] Also, for example, even if there are many sound-generating objects 1002, if no intense fighting is taking place, the number of recorded playback histories 44 will be small, and the sound of weak sword fighting can be played back as a group sound.

[0054] The information processing device 10 executes the processing of the collective sound reproduction method according to this embodiment, for example, in the procedure shown in Fig. 11. Fig. 11 is a flowchart of an example of the processing of the information processing device according to this embodiment.

[0055] In step S100, the information processing device 10 determines the type of individual sound to be recorded as the playback history 44. The type of individual sound to be recorded as the playback history 44 may be set in advance or may be set by the user. The type of individual sound to be recorded as the playback history 44 is associated with the collective sound to be played back.

[0056] For example, hit sounds and defeat sounds, which are examples of individual sound types, are associated with the sound of a sword strike, which is an example of a collective sound. Footsteps, which are an example of an individual sound type, are associated with rumbling and marching sounds, which are examples of collective sounds. Charging sounds, which are an example of an individual sound type, are associated with a battle cry, which is an example of a collective sound.

[0057] In step S102, the information processing device 10 starts recording the playback history 44. The information processing device 10 repeats the process of step S102 until a predetermined time (for example, 0.5 seconds) has elapsed. As a result, the storage unit 28 records, as the playback history 44, the playback locations and types of individual sounds, such as hit sounds and defeat voices, that were played in the virtual space during the predetermined time.

[0058] When the predetermined time has elapsed, the information processing device 10 starts recording the playback history 44 for the next predetermined time, and proceeds to the processing of steps S104 to S106. In step S106, the information processing device 10 clusters the playback locations 1004 of the individual sounds played in the virtual space during the predetermined time, for example, as shown in FIG.

[0059] In step S108, the information processing device 10 sets the cluster classified in step S106 as a reproduction area for the collective sound. In step S110, the information processing device 10 starts reproduction of the collective sound, such as the sound of a sword fight, from the reproduction area set as shown in FIG.

[0060] The process then proceeds to step S112, where the information processing device 10 determines whether the scene in which sound is to be played has ended, and if the scene in which sound is to be played has not ended, the process returns to step S102. Therefore, the information processing device 10 repeats the processes of steps S102 to S112 until the scene in which sound is to be played has ended. When the scene in which sound is to be played has ended, the information processing device 10 ends the process of the flowchart shown in Fig. 11. By executing the process of the flowchart in Fig. 11, it is possible to play back visually appropriate collective sounds while changing the playback area in a virtual space such as a battlefield that changes every moment, for example.

[0061] According to this embodiment, once the type of individual sound (for example, hit sound and defeat voice) to be recorded as the playback history 44 is determined, the playback area of ​​the collective sound can be set based on the playback history 44 recorded at predetermined time intervals, and the collective sound corresponding to the type of individual sound recorded can be played back.

[0062] The information processing device 10 may record multiple playback histories 44 each having a different type of individual sound, and execute the processing of the flowchart in FIG. 11 based on each of the multiple playback histories 44 to set playback areas for multiple types of collective sounds.

[0063] 11 shows an example in which playback history 44 recorded at predetermined time intervals is used, but for example, a mechanism may be provided in which a lifespan is set for playback history 44 and playback history whose lifespan has expired is sequentially deleted. Furthermore, information processing device 10 may perform clustering by assigning weights according to the lifespan of playback history 44 so that the influence of individual sounds that have been played more recently is increased.

[0064] The information processing device 10 may be configured to adjust the number of clusters in the clustering in step S106. For example, the information processing device 10 may classify the playback locations 1004 close to the player object 1000 into finer categories, and classify the playback locations 1004 farther away from the player object 1000 into rougher categories.

[0065] According to this embodiment, it is possible to provide a mechanism for setting a reproduction area for collective sound while suppressing the processing load, and for reproducing collective sound with a sense of realism.

[0066] [Other embodiments] The information processing device 10 of this embodiment may have the functional configuration shown in Fig. 12, for example. Fig. 12 is a diagram showing an example of the functional configuration of the information processing device. The functional configuration of Fig. 12 is obtained by adding an effect display unit 60 and a battle control unit 62 to the functional configuration of Fig. 3.

[0067] The effect display unit 60 sets the clusters classified by the clustering unit 54 as display areas for effects, and displays effects such as dust clouds, sparks, fog, etc. The type of effect to be displayed in the display area is determined, for example, by the type of individual sound.

[0068] The battle control unit 62 may set the clusters classified by the clustering unit 54 according to the playback locations 1004 of the individual battle sounds as the battle range. The set battle range can be used as a guideline for determining the behavior of the sound-emitting objects 1002 controlled by the battle control unit 62 (such as moving the sound-emitting objects 1002 so that they gather in the battle range). The set battle range can also be used as the range of influence for status enhancement, etc.

[0069] Furthermore, the information processing device 10 may set a limit on the number of voices that can be played for each cluster classified by the clustering unit 54. By setting a limit on the number of voices that can be played, the information processing device 10 can control the device so that the same voice is not played multiple times in a short period of time. For example, the information processing device 10 may set a limit so that if a weak damage voice is played 10 times per second, a different damage voice is played with a certain probability. Furthermore, the information processing device 10 may set a limit on the number of simultaneous playbacks, such as allowing the same sound effect to be played up to five times in one frame.

[0070] Furthermore, the information processing device 10 may play a voice message to create an atmosphere or adjust the volume of background music according to the number of hits for each cluster classified by the clustering unit 54. For example, the information processing device 10 may play a voice message praising the user when hits continue. Furthermore, the information processing device 10 may increase the volume of background music as the number of individual sounds played increases.

[0071] In this embodiment, an example has been described in which clustering is used to classify the individual sound reproduction locations 1004, but other methods may be used as long as they can group the individual sound reproduction locations 1004. For example, the individual sound reproduction locations 1004 may be grouped using principal component analysis.

[0072] The information processing device 10 and the server device 14 of the disclosed embodiment are illustrative and not restrictive. The above-described embodiment can be modified and improved in various ways without departing from the spirit and scope of the appended claims. Furthermore, the features described in the above-described embodiments can be configured differently and can be combined within a consistent range. [Explanation of symbols]

[0073] 10. Information processing equipment 14 Server equipment 18 Network 20 Control Unit 44 Playback History 50 Virtual space control unit 52 Object Control Unit 54 Clustering Department 56 Individual sound reproduction section 58 Collective Sound Reproduction Unit 60 Effect display section 1000 player objects 1002 Sound-generating objects 1004 Play Location

Claims

1. An information processing device a playback history storage unit configured to record a playback history of individual sounds played in the virtual space in which the player object and the sound-generating object operate; a clustering unit configured to classify the playback locations of the individual sounds into a plurality of clusters based on the playback history; a collective sound reproducing unit configured to reproduce collective sounds using the cluster as a reproduction area; A program to function as a

2. the clustering unit is configured to classify playback locations of the individual sounds into a plurality of clusters based on each of the plurality of playback histories recorded for each type of the individual sounds, The collective sound reproducing unit is configured to reproduce the collective sound corresponding to the type of the individual sound, with the cluster as a reproduction area. The program according to claim 1.

3. The clustering unit is configured to repeatedly perform a process of classifying the playback locations of the individual sounds into a plurality of clusters based on the playback history recorded during a predetermined time period, every time the predetermined time period elapses.

3. The program according to claim 1 or 2.

4. The collective sound reproducing unit is configured to reproduce the collective sound of one of the clusters from all directions when the position of the player object is included in a reproduction area of ​​one of the clusters. The program according to claim 1.

5. The information processing device an effect display unit configured to display an effect using the cluster as a display area; The program according to claim 1, further functioning as:

6. The information processing device a battle control unit configured to determine the cluster as a battle range in the virtual space; The program according to claim 1, further functioning as:

7. The information processing device a playback history storage step of recording a playback history of individual sounds played in the virtual space in which the player object and the sound-generating object operate; a clustering step of classifying the playback locations of the individual sounds into a plurality of clusters based on the playback history; a collective sound reproduction step of reproducing collective sounds using the cluster as a reproduction area; A collective sound reproduction method.

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