Program and sound control device

The program and acoustic control device enhance user experience in virtual environments by synchronizing sound playback with object movements, addressing the challenge of correlating sound effects with user actions in VR games.

JP7839413B2Active Publication Date: 2026-04-02CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-07
Publication Date
2026-04-02

AI Technical Summary

Technical Problem

Existing virtual space services, such as games, struggle to provide sound effects that enhance user experience by correlating with the actions and movements of virtual objects, particularly in VR environments.

Method used

A program and acoustic control device that integrates a virtual space control unit, display unit, and playback unit to synchronize sound playback with the movement and position of virtual objects, using sensors to detect user actions and adjust audio output accordingly, enhancing the realism and responsiveness of sound effects.

Benefits of technology

Improves user experience by providing sound effects that dynamically respond to the movement and position of virtual objects, creating a more immersive and interactive virtual environment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve user experience in a service provided in a virtual space.SOLUTION: A virtual space control part causes an object arranged in a virtual space to be moved on the basis of a movement signal indicating a movement of a predetermined part in a user's body. A display part 562 causes a display 61 to display a video of the virtual space. The object includes a body part and a movable part relatively movable with respect to the body part. A virtual space control part causes the movable part to be operated in the virtual space on the basis of the movement signal. A reproduction part 563 reproduces a sound associated with the object according to parameters correlated to the speed of the movable part.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present disclosure relates to a program and an acoustic control device.

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] When various services (such as games) are provided in a virtual space, from the perspective of user experience, it is required that sound suitable for the scene be reproduced.

[0005] An object of the present disclosure is to improve user experience in services provided in a virtual space.

Means for Solving the Problems

[0006] [[ID=4!5]] [[ID=4!6]]A first aspect is a program that causes a computer system having one computer or a plurality of cooperating computers to function as a virtual space control unit, a display unit, and a reproduction unit, the computer system is connected to a display and a speaker, ! the virtual space control unit operates an object arranged in the virtual space based on an operation signal indicating an operation of a predetermined part of the user's body, The display unit displays the image of the virtual space on the display. The playback unit plays sound to the speaker. The object includes a main body and a movable part that moves relative to the main body. The virtual space control unit operates the movable part within the virtual space based on the operation signal. The playback unit plays the sound associated with the object according to a parameter that correlates with the speed of the movable part. program.

[0007] In the first embodiment, The playback unit may switch the audio to be played depending on the position of the movable part.

[0008] In the above embodiment, The playback unit may use at least one of the following: the object is an object held by the character operated by the user, and the object has a fixed position within the virtual space.

[0009] A second embodiment includes a storage unit that stores the program of the above embodiment, A control unit that executes the aforementioned program, This is an acoustic control device equipped with [a specific feature / feature]. [Effects of the Invention]

[0010] This disclosure can improve the user experience. [Brief explanation of the drawing]

[0011] [Figure 1] This is a block diagram showing the configuration of a game device. [Figure 2] This is a perspective view showing an example of VR goggles. [Figure 3] This is a schematic diagram showing a user wearing VR goggles. [Figure 4] This is an example of a firearm. [Figure 5] It is a flowchart for explaining audio reproduction processing. [Figure 6] It is an example of a lever.

Embodiment for Carrying out the Invention

[0012] [Embodiment] Hereinafter, an example in which a program is implemented as a game program and an acoustic control device is realized as a game device will be described. The game device is an example of a computer system having one computer or a plurality of computers working together.

[0013] The game by this game program is carried out in a virtual space (three-dimensional). This game program is implemented using the technology of Virtual Reality (abbreviation: VR). The VR technology is a technology that creates a virtual space similar to reality on a computer and enables a user to experience the feeling of being in that virtual space.

[0014] There is no limitation on the type of game or the like. In this embodiment, as an example of a game, a battle-type action game in which a player character attacks and defeats an enemy character will be described.

[0015] In this game program, a character such as a player character may hold a virtual medium within the game screen. Here, "holding" means, for example, that the character and the virtual medium are integrally displayed on the screen. Depending on the game, "holding" may be expressed as "equipping".

[0016] Examples of the virtual medium held by a character include weapons. Hereinafter, it is assumed that the player character holds a firearm (for example, a handgun) as a virtual medium. The player character can attack an enemy character with that firearm.

[0017] In this game, various sounds are played as sounds emitted by virtual sound sources in a virtual space. Virtual media possessed by characters can become virtual sound sources in that virtual space. In other words, in this game, sounds are played as sounds emitted by virtual media. For example, firearms (virtual media) may emit the sound of a gunshot (more precisely, a sound that simulates a gunshot is played).

[0018] 《Game device configuration》 <Hardware Configuration> Figure 1 is a block diagram showing the configuration of a game device 5 (an example of an audio control device). The game device 5 executes a predetermined game based on user input. A display 61, a speaker 62, and a controller 63 are connected to the game device 5.

[0019] Game device 5 can utilize commercially available devices such as personal computers, PlayStation®, Xbox®, PlayStation Vita®, and Nintendo Switch®.

[0020] In game device 5, the game progresses based on the installed game program and game data. Game devices 5 can communicate with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0021] The game device 5 includes 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, graphics processing unit 52, audio processing unit 53, operation unit 54, and storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0022] The network interface 51 is connected to the communication network in a communicative manner, for example, to send and receive various data with other game devices 5 or external server devices (not shown).

[0023] The graphics processing unit 52 renders game images, including player characters and various objects in the virtual space, in video format, according to the game image information output from the control unit 56.

[0024] As previously mentioned, this game program utilizes VR technology. The graphics processing unit 52 generates images of a virtual space based on VR technology. Hereafter, images displaying a virtual space based on VR technology will be referred to as "VR images".

[0025] The graphics processing unit 52 is connected to the display 61. The VR image is displayed on the display 61.

[0026] The display 61 is composed of, for example, a liquid crystal display. The display 61 is housed in a casing that can be worn by a user (hereinafter referred to as user P). The display 61 in this embodiment is a display device for a head-mounted display (hereinafter referred to as VR goggles 70).

[0027] Figure 2 is a perspective view showing an example of VR goggles 70. As shown in Figure 2, the VR goggles 70 comprises a main body 71 and a headband 72.

[0028] The headband 72 is for attaching the VR goggles 70 to the head of user P (the game player). Figure 3 is a schematic diagram of user P wearing the VR goggles 70. The VR goggles 70 are attached to user P's head with the main body 71 covering both of user P's eyes.

[0029] The arrow shown in Figure 2 (hereinafter referred to as vector Vd) indicates the direction that is in front of user P when wearing the VR goggles 70. In this game program, vector Vd is the normal to the display surface of the display 61.

[0030] The main unit 71 has a display 61 fixed inside. In the VR goggles 70, when the VR goggles 70 are worn on the user P's head, the display surface of the display 61 faces both of the user P's eyes.

[0031] The VR goggles 70 are equipped with an accelerometer and a gyroscope (not shown in the diagram). Some versions of the VR goggles 70 may also be equipped with a geomagnetic sensor (not shown in the diagram). Some versions of the VR goggles 70 may also be equipped with a camera.

[0032] The output of the sensors in the VR goggles 70 is output to the control unit 54. By analyzing the output of the sensors in the VR goggles 70, information about the position and orientation of the user P's head (in other words, the position and orientation of the display 61) can be obtained.

[0033] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 plays digital game audio according to the instructions of the control unit 56. Specifically, the audio processing unit 53 converts the audio data output by the control unit 56 into an analog signal and outputs it to the speaker 62.

[0034] The audio processing unit 53 is configured to provide multi-channel audio output in order to reproduce three-dimensional sound. Accordingly, multiple speakers 62 are connected to the game device 5. These speakers 62 may be positioned to the left, right, front, back, and above the listener (e.g., the game player) to enable three-dimensional sound reproduction.

[0035] For example, speaker 62 includes a front left speaker (L speaker), a front right speaker (R speaker), a front center speaker (C speaker), a subwoofer (LFE speaker), a left surround speaker (SL speaker), and a right surround speaker (SR speaker).

[0036] The control unit 54 is connected to the controller 63. The control unit 54 sends and receives signals to and from the controller 63. The game player inputs signals (commands, data, etc.) to the game device 5 by operating various controls such as buttons on the controller 63.

[0037] In this embodiment, two controllers 63 (an example of a detection device) are provided. One controller 63 is held in the user P's right hand. The other controller 63 is held in the user P's left hand. When user P moves their arm or hand, the position of the held controller 63 changes. Depending on the form of the controller 63, user P may also wear the controller 63.

[0038] The controller 63 is equipped with multiple controls (e.g., buttons). User P can input operation signals to the control unit 54 by operating various controls such as buttons on the controller 63. By inputting operation signals to the game device 5, User P can give various instructions within the game. The control unit 54 sends the operation signals to the control unit 56.

[0039] The controller 63 is equipped with a sensor S that outputs an operation signal. Examples of sensors S include an accelerometer, a gyroscope, and a geomagnetic sensor. When the user P moves their arm or hand, the output (operation signal) of the sensor S changes. The operation unit 54 sends the operation signal to the control unit 56. The sensor S outputs an operation signal at predetermined intervals. Each time the operation unit 54 receives an operation signal from the sensor S, it transmits the operation signal to the control unit 56.

[0040] As described above, since the controller 63 is held in the user P's right (left) hand, the controller 63 will move in conjunction with the user P's hand (arm). Therefore, the motion signal output by the sensor S will indicate the movement of the user P's hand (arm). In other words, by analyzing the motion signal, the movement of the user P's hand (arm) can be analyzed.

[0041] In this game program, the player character C1 can be controlled within the virtual space by changing the position and orientation of controller 63.

[0042] For example, if user P holds controller 63 in their right hand and changes the position or orientation of their right hand (right arm), the right hand (right arm) of player character C1 in the virtual space will move in conjunction with the movement of user P's right hand (right arm). Similarly, if user P holds controller 63 in their left hand and changes the position or orientation of their left hand (left arm), the left hand (left arm) of player character C1 in the virtual space will move in conjunction with the movement of user P's left hand (left arm).

[0043] In other words, in this game program, when user P changes the position or orientation of controller 63, the hand (arm) of player character C1, which corresponds to the hand (arm) on the side where user P is holding controller 63, moves within the virtual space.

[0044] In this game program, the motion signals include information indicating the position and orientation of controller 63, as well as the speed and angular velocity (parameters) of controller 63. In this game program, the speed and angular velocity of player character C1's hand (arm) in the virtual space are determined according to the speed and angular velocity of user P's hand (arm).

[0045] The memory unit 55 consists of an HDD, SSD, RAM, ROM, etc. The memory unit 55 stores various programs, including game data and game programs. Examples of game data include virtual media and user account information.

[0046] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.

[0047] <Functional configuration of the control unit 56> The control unit 56 functions as a game progress unit 561 (virtual space control unit), a display unit 562, and a playback unit 563 by executing a game program (see Figure 1).

[0048] (Game progress section 561) The game progression unit 561 advances the game by making player characters, non-player characters, and predetermined objects move within the virtual space. The game progression unit 561 uses, for example, AI (artificial intelligence) to control the movements of non-player characters.

[0049] The game progress unit 561 controls the movements of player characters and other elements according to the instructions of user P (player). User P's instructions are input to the control unit 54 via the controller 63.

[0050] For example, user P can instruct the game progress unit 561 to move the player character or attack enemies (such as firing a gun) by operating the controller 63. For instance, when user P operates a predetermined button on the controller 63, the controller 63 outputs an operation signal to the control unit 54 indicating that the trigger of a firearm held by the player character has been pulled.

[0051] Furthermore, when the game progress unit 561 receives an action signal from the controller 63 (operation unit 54), it acquires various information (position, orientation, speed, angular velocity, etc.) contained in the action signal. The game progress unit 561 converts the acquired information into action information (information regarding position, orientation, speed, angular velocity, etc.) of the player character C1's hand (arm) using a predetermined method (for example, by referring to a conversion table).

[0052] The game progress unit 561 moves the hand (arm) of player character C1 in the virtual space based on the converted motion information.

[0053] The game progress unit 561 operates the object in accordance with the action information if the player character C1 is holding an object in their hand (arm). For example, when the game progress unit 561 receives an operation signal from the operation unit 54 indicating that a predetermined operation (such as equipping an object) has been performed, it causes the player character C1 to hold the object in their hand (arm).

[0054] When the game progress unit 561 receives an action signal indicating that player character C1 is holding an object in their hand (arm), it moves the object in accordance with the movement of that hand (arm). In other words, when player character C1 is holding an object in their hand (arm), player character C1's hand (arm) and the object move in conjunction.

[0055] (Display section 562) The display unit 562 generates a VR image Sc by referring to information about the virtual space generated by the game progress unit 561. The display unit 562 outputs the generated VR image Sc to the graphics processing unit 52.

[0056] (Playback section 563) The playback unit 563 plays the audio necessary for providing the service (in this embodiment, providing the game). Specifically, the playback unit 563 selects the audio data to be played and instructs the audio processing unit 53 to play that audio data. The playback unit 563 also instructs the audio processing unit 53 on the volume of each speaker 62.

[0057] The playback unit 563 plays sounds from virtual sound sources that exist in the virtual space according to the progress of the game. In this game program, various sound data are prepared in advance for playing sound. For example, in this game program, sound data such as the sound of a gun C2 firing and the sound of bullets hitting their targets are prepared.

[0058] In this game program, audio data is associated with each object. For example, the firearm C2 (slide C22) is associated with the first, second, and third audio data described below.

[0059] In this game program, objects are placed in the virtual space whose parts move in response to the actions of player P. For example, in the firearm C2 shown in Figure 4, the slide C22 (movable part) moves relative to the main body C21.

[0060] Specifically, with player character C1 gripping the slide C22 of firearm C2, user P1 can move the controller 63 to slide the slide C22 between the first position P1 and the second position P2. In other words, with player character C1 gripping the slide C22 of firearm C2, user P can operate (slide) the slide C22 by moving the controller 63.

[0061] In the real world, the slide of a firearm is slid backward, then forward, to load the magazine containing the ammunition into the chamber. After that, pulling the trigger fires the bullet from the firearm.

[0062] In this game program, just like in the real world, sliding the slide C22 of the firearm C2 makes it possible to prepare for firing a bullet.

[0063] This game program executes audio playback processing to give the user a sense of how to operate the C22 slide of the firearm C2.

[0064] Example of operation Figure 5 is a flowchart illustrating the audio playback process in this game program. It is assumed that the slide C22 of the firearm C2 is initially positioned at the first position P1 in the virtual space.

[0065] First, the playback unit 563 determines whether or not the player character C1 is gripping the slide C22 (step S1).

[0066] For example, when the game progress unit 561 receives an operation signal from the operation unit 54 indicating that a predetermined first operation has been performed, it causes the player character C1 to hold the firearm C2 in its hand (arm) in the virtual space. In this state, when the game progress unit 561 receives an operation signal from the operation unit 54 indicating that a predetermined second operation has been performed, it causes the player character C1 to grasp the slide C22 in the virtual space.

[0067] The playback unit 563 waits in step S1 until it determines that the player character C1 is gripping the slide C22 (step S1 No.).

[0068] If the playback unit 563 determines that the player character C1 is grasping the slide C22 (Yes in step S1), it determines whether the speed of the player character C1's hand (arm) is greater than or equal to a predetermined speed (step S2).

[0069] If the playback unit 563 determines that the speed of slide C22 is less than a predetermined speed (No. in step S2), it waits in step S2 until it determines that the speed of slide C22 is equal to or greater than the predetermined speed. The predetermined value at this time is the speed at which slide C22 does not move at all in the virtual space, i.e., a value close to 0.

[0070] In this case, since player character C1 is grasping slide C22, player character C1's hand (arm) and slide C22 move in conjunction. Therefore, the speed of slide C22 is determined according to the operation signal output from controller 63.

[0071] If the playback unit 563 determines that the speed of the slide C22 is equal to or greater than a predetermined speed (Yes in step S2), it plays a first sound (step S3). The first sound is, for example, a metallic sound emitted when the slide of a firearm begins to slide.

[0072] The playback unit 563 determines whether the position of the slide C22 has reached the second position P2 (step S4). If the playback unit 563 determines that the position of the slide C22 has not reached the second position P2 (No. in step S4), it plays a second sound (step S5). The second sound is, for example, the sound of a spring produced when the slide of a firearm slides.

[0073] In step S4, the second audio is played according to the speed of slide C22. For example, if the speed of slide C22 is high, the playback unit 563 applies a low-pass filter with a high cutoff frequency to the second audio. If the speed of slide C22 is low, the playback unit 563 applies a low-pass filter with a high cutoff frequency to the second audio. As a result, in step S4, audio corresponding to the speed of slide C22 is played.

[0074] In step S4, the playback unit 563 continues to play the second audio until it is determined that the position of slide C22 has reached the second position P2.

[0075] If the playback unit 563 determines that the position of the slide C22 has reached the second position P2 (Yes in step S4), it plays a third sound (step S6). The third sound is, for example, the metallic sound emitted when the slide of the firearm finishes sliding. In other words, the playback unit 563 switches the sound to be played from the second sound to the third sound depending on the position of the firearm C2.

[0076] In the above explanation, the audio playback processing of the playback unit 563 was described when the slide C22 of the firearm C2 moves from the first position P1 to the second position P2. However, the same playback processing as in Figure 5 is also performed when the slide C22 of the firearm C2 moves from the second position P2 to the first position P1.

[0077] To summarize, the present embodiment is a program that causes a game device 5 (a computer system having one computer or multiple cooperating computers) to function as a game progress unit 561 (virtual space control unit), a display unit 562, and a playback unit 563. The game device 5 is connected to a display 61 and a speaker 62. The game progress unit 561 operates a firearm C2 (object) placed in the virtual space based on an operation signal indicating the movement of the user P's arm (a predetermined part of the body). The display unit 562 displays the image of the virtual space on the display 61. The playback unit 563 plays sound to the speaker 62. The firearm C2 includes a main body C21 and a slide C22 (movable part) that moves relative to the main body C21. The game progress unit 561 operates the slide C22 in the virtual space based on the operation signal. The playback unit 563 plays a second sound associated with the firearm C22 according to the speed (parameter) of the slide C22.

[0078] Effects of this embodiment As described above, in this embodiment, sound is played according to the speed of the slide C22, which moves relative to the main body C21 of the firearm C2. As a result, the sound played changes according to the speed of the slide C22, giving the user P a sense of operation (responsiveness) of the slide C22. Therefore, the user experience can be improved.

[0079] Furthermore, the playback unit 563 switches the audio being played from the second audio to the third audio depending on the position of slide C22. As a result, the audio being played changes according to the position of slide C22, giving the user P a sense of operation (responsiveness) of slide C22. Therefore, the user experience can be improved.

[0080] [Other embodiments] The game may be a first-person game or a third-person game. If it is a first-person game, the display unit 562 does not need to display the player character C1 on the display 61.

[0081] The services offered in virtual space are not limited to games. Various services can be provided in virtual space, such as platforms for commercial transactions and communication. In other words, this program can be used to provide services in what is known as the metaverse.

[0082] The body part used to detect user P's movement is not limited to the "hands," but could also be the "legs" or "head," etc. In this case, the sensor S should be attached to the body part used to detect user P's movement.

[0083] There are no limitations on the type of sensor used to detect user P's movement. Furthermore, position and orientation may be detected using means other than sensors (e.g., a camera).

[0084] In the embodiments described above, the example was given where the parameter is the velocity of slide C22, but it is not limited to this. The parameter can be any parameter that correlates with the velocity of slide C22, such as the acceleration, position, angular velocity, angular acceleration, or angle of slide C22.

[0085] In the above embodiment, the example given was that the object is a firearm C2 held (equipped) by character C1 operated by user P, but it is not limited to this. The object may be an object placed in a virtual space. For example, it may be something like the lever C3 shown in Figure 6. In the lever C3, the main body C31 corresponds to the main body, and the stick C32 corresponds to the movable part. In other words, the object only needs to have a movable part.

[0086] In the above embodiment, the playback unit 563 may change the sound to be played back depending on the type of firearm C2. In this case, it is sufficient that the sound to be played back according to the type of firearm C2 is associated with the storage unit 55.

[0087] In the above embodiment, the playback unit 563 may play the first audio and the third audio according to the speed of the slide C22.

[0088] In step S4, the playback unit 563 may change the audio to be played according to the speed of slide C22. For example, multiple audio data may be generated in advance, and the audio data to be played may be changed according to the speed of slide C22. In this case, the multiple audio may be blended and played (simultaneously), or the ratio (volume, etc.) of the audio data to be blended may be changed according to the speed of slide C22.

[0089] The program may be implemented to be executed by multiple cooperating computers (for example, a server computer and a client computer). For example, if the game device 5 operates as a client connected to a server, the processing that was performed by the control unit 56 may be performed by the server, or the processing may be divided between the server and the client.

[0090] Audio data can be prepared in advance or synthesized in real time.

[0091] The effects and advantages of this embodiment will also be exhibited when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments and with other embodiments as appropriate. [Explanation of Symbols]

[0092] 55 Storage section 56 Control Unit (Computer) 61 displays 63 Controllers 561 Game Progression Unit (Virtual Space Control Unit) 562 Display section 563 Playback Department S sensor P User C1 Player Character C2 Firearms (Object) C21 Main Unit C22 Slide (movable part)

Claims

1. In a program that causes a computer system having one computer or multiple cooperating computers to function as a virtual space control unit, display unit, and playback unit, The aforementioned computer system has a display and speakers connected to it. The virtual space control unit operates objects placed in the virtual space based on motion signals indicating the movement of a predetermined part of the user's body. The display unit displays the image of the virtual space on the display. The playback unit plays sound to the speaker. The object includes a main body and a movable part that moves relative to the main body. The virtual space control unit operates the movable part within the virtual space based on the operation signal. The playback unit plays the sound associated with the object according to a parameter that correlates with the speed of the movable part. The aforementioned object is a firearm object operated by the user, The aforementioned firearm object can be prepared for attack by operating the aforementioned movable parts. program.

2. In the program of claim 1, The playback unit switches the audio to be played according to the position of the movable part. program.

3. A storage unit that stores any one of the programs from claim 1 to 2, The system comprises a control unit that executes the aforementioned program. Acoustic control device.

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