Program and sound control device
The program enhances user experience in virtual space services by simulating sounds based on object movement and position, addressing the lack of scene-appropriate voices in existing technologies.
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
Existing virtual space services, such as games, lack the ability to play voices suitable for the scene, impacting user experience.
A program that utilizes a computer system to function as a virtual space control unit, display unit, and playback unit, where the playback unit plays sound associated with an object's movement based on its distance and velocity relative to a reference position, replicating real-world actions.
Enhances user experience by accurately simulating sounds associated with object movements, improving the realism and engagement in virtual environments.
Smart Images

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Abstract
Description
Technical Field
[0001] This disclosure relates to a program and an acoustic control device.
Background Art
[0002] Some game programs play sound effects in a virtual space (see, for example, Patent Document 1). In the example of Patent Document 1, gunshots and the like are played 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 the user experience, it is required that voices suitable for the scene be played.
[0005] An object of this disclosure is to improve the user experience in services provided in a virtual space.
Means for Solving the Problems
[0006] 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 playback unit. The computer system has a display and a speaker connected thereto. 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. When the first operation is performed, the playback unit plays the sound associated with the object according to the distance from the object's current position to the reference position. A program in which the first operation is an operation to release the control that causes the object to operate based on the operation signal, and to automatically move the object from the current position to the reference position.
[0007] A second aspect is a program that causes a computer system having one computer or multiple cooperating computers to function as a virtual space control unit, a display unit, and a 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 playback unit is a program that, when the object is moved from its current position to the reference position during control of the object to operate it based on the operation signal, plays back the sound associated with the object according to parameters relating to the object's velocity a predetermined period of time prior.
[0008] In the second embodiment, The predetermined period may differ depending on the type of object.
[0009] A third embodiment includes a storage unit that stores the program of the first embodiment or the second 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] According to the present disclosure, the user experience can be improved.
Brief Description of the Drawings
[0011] [Figure 1] It is a block diagram showing the configuration of the game device. [Figure 2] It is a perspective view showing an example of a VR goggles. [Figure 3] It is a schematic diagram of a state where a user wears VR goggles. [Figure 4] It is an example of a firearm. [Figure 5] It is a flowchart for explaining voice reproduction processing. [Figure 6] It is an example of a lever.
Mode 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 according to this game program is implemented in a virtual space (three-dimensional). This game program is implemented using Virtual Reality (abbreviated as VR) technology. VR technology is a technology that creates a virtual space similar to reality on a computer and allows a user to experience the feeling of being in that virtual space.
[0014] The type of the game and the like are not limited. In the present embodiment, as an example of the 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 displayed integrally on the screen. Depending on the game, "holding" may be expressed as "equipping".
[0016] Examples of virtual media 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 reproduced as the sounds emitted by virtual sound sources in the virtual space. The virtual medium held by a character can be a virtual sound source in the virtual space. That is, in this game, a sound is reproduced as the sound emitted by the virtual medium. For example, a firearm (virtual medium) may emit a firing sound (accurately, a sound simulating a firing sound is reproduced).
[0018] 《Configuration of the Game Device》 〈Hardware Configuration〉 FIG. 1 is a block diagram showing the configuration of a game device 5 (an example of an acoustic control device). The game device 5 executes a predetermined game based on the operation of a user. A display 61, a speaker 62, and a controller 63 are connected to the game device 5.
[0019] Commercially available devices such as, for example, a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark), etc. can be used as the game device 5.
[0020] In the game device 5, the game progresses based on the installed game program and game data. The game devices 5 can perform data communication 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, each object is associated with audio data. For example, the firearm C2 (slide C22) is associated with the first audio data described below. The first audio is a metallic sound, etc., emitted when the slide C22 of the firearm C2 moves.
[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, the gun C2's slide C22 is slid to prepare it for firing. Specifically, the gun C2's slide C22 is moved from the first position P1 to near the second position P2, and then moved back to the first position P1 to complete the preparation for firing.
[0063] In real-world firearms, when the slide moves to the rear, the biasing force of a spring located inside the firearm automatically moves the slide forward.
[0064] In this type of firearm, once the slide is moved to the rear and then released, the spring force automatically moves the slide forward, completing the preparation for firing. Even with this type of firearm, it is possible to complete the preparation for firing by manually moving the slide forward after it has been moved to the rear.
[0065] In this game program, just like in the real world, user P can complete the preparation for firing a bullet by moving the slide C22 of firearm C2 all the way to the rear and then releasing their hand from slide C22 (releasing the operation of slide C22). Alternatively, user P can complete the preparation for firing a bullet by moving the slide C22 of firearm C2 all the way to the rear and then manually moving slide C22 forward.
[0066] This game program includes audio playback processing to give the user a sense of how to operate the C22 slide of the C2 firearm.
[0067] Example of operation Figure 5 is a flowchart illustrating the audio playback process in this game program. The following explanation describes the audio playback process that occurs when the slide C22 of firearm C2 moves from the first position P1 (current position) to the second position P2 (reference position).
[0068] First, the playback unit 563 determines whether or not the player character C1 is gripping the slide C22 (step S1).
[0069] For example, when the game progress unit 561 receives an operation signal from the operation unit 54 indicating that a predetermined operation has been performed while the player character C1 is holding the firearm C2 in their hand (arm), it causes the player character C1 to grasp the slide C22 in the virtual space. As a result, the slide C22 moves (operates) in the virtual space in response to the operation signal.
[0070] The playback unit 563 determines that player character C1 is holding slide C22 if player character C1 is holding slide C22 in the virtual space.
[0071] The playback unit 563 waits in step S1 until it determines that the player character C1 is gripping the slide C22 (step S1 No.).
[0072] If the playback unit 563 determines that the player character C1 is gripping the slide C22 (Yes in step S1), it determines whether the first operation has been performed (step S2).
[0073] The first operation is performed to release the hand (arm) of player character C1 from slide C22.
[0074] For example, when the user presses a predetermined button on the controller 63, the player character C1 grasps the slide C22. Then, when the user releases the predetermined button on the controller 63, the player character C1 releases its hand from the slide C22. In other words, the first operation is for the user to release the predetermined button on the controller 63.
[0075] When the first operation is performed, the game progress unit 561 releases the control that moves (operates) the slide C22 in response to the operation signal. As a result, the slide C22 automatically moves from its current position (in this case, the second position P2) to the first position P1 (reference position) in the virtual space.
[0076] This control system replicates the real-world behavior of a firearm, where the slide automatically moves forward due to the biasing force of a spring located inside the weapon.
[0077] If the playback unit 563 determines that the first operation has been performed (Yes in step S2), it plays the first sound according to the distance from the current position of slide C22 (in this case, the second position P2) to the first position P1 (step S3).
[0078] For example, if the distance from the current position to the first position P1 is long, the movement speed of slide C22 will be high, and if the distance from the current position to the first position P1 is short, the movement speed of slide C22 will be low.
[0079] Therefore, the playback unit 563 applies a low-pass filter with a high cutoff frequency to the first sound when the distance from the current position to the first position P1 is long. As a result, in step S3, the first sound is played back according to the distance from the current position of slide C22 to the first position P1 (reference position).
[0080] Furthermore, once the first operation is performed and slide C22 moves to the first position, the firearm C2 will be ready to fire its bullets.
[0081] If the playback unit 563 determines that the first operation has not been performed (No. in step S2), it plays the first audio according to the speed of the slide C22 from a predetermined period earlier (step S4).
[0082] In this game program, even without performing the first operation described above, user P can complete the preparation for firing the bullet of firearm C2 by moving slide C22 from the second position P2 to the first position P1. In other words, while player character C1 maintains a grip on slide C22 with their hand (arm) (in other words, while slide C22 is being controlled to move in response to an action signal), the preparation for firing the bullet of firearm C2 can be completed by moving slide C22 from the second position P2 to the first position P1.
[0083] For example, if the playback unit 563 has a fast slide C22 speed from a predetermined period prior, it applies a low-pass filter with a high cutoff frequency to the first audio. If the playback unit 563 has a slow slide C22 speed from a predetermined period prior, it applies a low-pass filter with a high cutoff frequency to the first audio. As a result, in step S3, the first audio is played back according to the speed of slide C22 from a predetermined period prior. The speed of slide C22 during this predetermined period is the speed of slide C22 from several frames prior.
[0084] In this game program, the first sound is played according to the speed of slide C22. For example, if the speed of slide C22 is high, the volume of the first sound will be high, and if the speed of slide C22 is low, the volume of the first sound will be low. However, if the first sound is played according to the speed of slide C22 in this way, when slide C22 reaches the first position P1, the speed of slide C22 will be close to 0. Therefore, when slide C22 reaches the first position P1, the first sound will no longer be played.
[0085] In this game program, the playback unit 563 plays a first sound in step S4 according to the speed of slide C22 a predetermined period prior to the current sound. As a result, the first sound is played when slide C22 reaches the second position P2.
[0086] In summary, 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, wherein the game device 5 is connected to a display 61 and a speaker 62, and the game progress unit 561 operates the slide C22 (object) of a firearm C2 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), and the display unit 562 displays images of the virtual space on the display 61, the playback unit 563 plays sound to the speaker 62, and when the first operation is performed, the playback unit 563 plays a first sound associated with the firearm C2 (slide C22) according to the distance from the current position of slide C22 (in this case, second position P2) to the first position P1 (reference position), and the first operation is a program that releases the control that operates slide C22 based on the operation signal and automatically moves slide C22 from the current position to the first position P1.
[0087] Effects of this embodiment As described above, in this embodiment, when the first operation is performed, the first sound is played according to the distance from the current position of slide C22 to the first position P1. This allows the first sound to be played even if the control that operates slide C22 based on the operation signal is released. Therefore, the user experience can be improved.
[0088] Furthermore, when the playback unit 563 controls the slide C22 to move from its current position to the first position P1 (reference position) based on an operating signal, it plays the first sound according to the speed of the slide C22 a predetermined period prior. This allows the first sound to be played even if the speed of the slide C22 becomes close to zero when it reaches the first position P1. Therefore, the user experience can be improved.
[0089] [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.
[0090] 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.
[0091] 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.
[0092] 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).
[0093] 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.
[0094] In the above embodiment, the object is given as an example of the slide C22 of a firearm C2 held (equipped) by character C1 operated by user P, but it is not limited to this. The object may also be an object in which a part is placed in the virtual space. For example, the object may be the stick C32 of the lever C3 shown in Figure 6.
[0095] 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.
[0096] In step S4, the playback unit 563 may vary the predetermined period depending on the type of firearm C2. For example, the predetermined period may be longer when the firearm C2 is large, and shorter when the firearm C2 is small. When the firearm C2 is large, the decrease in the speed of the slide C22 is large, so the predetermined period needs to be longer in order to play the first sound without any unnaturalness. When the firearm C2 is small, the decrease in the speed of the slide C22 is small, so the first sound can be played without any unnaturalness even if the predetermined period is shortened.
[0097] 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.
[0098] In steps S3 and S4, the playback unit 563 may play different audio data. That is, the audio played when the slide C22 automatically moves from the current position to the first position P1 as a result of the first operation may be different from the audio played when the slide C22 moves from the current position to the first position P1 in response to the user P's actions.
[0099] 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.
[0100] Audio data can be prepared in advance or synthesized in real time.
[0101] 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]
[0102] 55 Storage section 56 Control Unit (Computer) 61 displays 63 Controllers 561 Game Management Unit (Virtual Space Control Unit) 562 Display section 563 Playback Department S sensor P User C1 Player Character C2 Firearms C21 Main Unit C22 Slide (Object) C3 Lever C31 Main body C32 Stick (Object)
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 playback unit, while controlling the object to operate it based on the operation signal, plays back the sound associated with the object according to parameters relating to the object's velocity from a predetermined period prior to the present, if the object is moved from its current position to a reference position. program.
2. In the program of claim 1, Depending on the type of object, the predetermined period may differ. 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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