Program and sound equipment
By synchronizing the speech of characters in a virtual space using a virtual space control unit and acoustic processing, the realism of character interactions is enhanced, addressing the lack of realism in existing technologies.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-20
- Publication Date
- 2026-04-08
AI Technical Summary
Existing technologies do not effectively enhance the realism of a scene where a second character utters a voice similar to a first character in a virtual space.
A computer functions as a virtual space control unit and an acoustic processing unit to synchronize the start and end of continuous speech between characters, ensuring that a second character begins or ends speech in synchronization with the corresponding sections of the first character's speech.
This synchronization improves the realism of the scene by ensuring natural and synchronized speech between characters, enhancing the overall immersive experience.
Smart Images

Figure 0007842348000001 
Figure 0007842348000002 
Figure 0007842348000003
Abstract
Description
Technical Field
[0001] The present disclosure relates to a program and an audio device.
Background Art
[0002] Patent Document 1 discloses a game system that represents a virtual three-dimensional space in which a plurality of sound source objects are arranged.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the virtual space as described above, it is conceivable to provide a scene in which when a first character is uttering a voice, a second character starts uttering a voice (a voice similar to the voice uttered by the first character). However, Patent Document 1 does not disclose such a scene, and there is no disclosure or suggestion on how to improve the reality of such a scene.
[0005] An object of the present disclosure is to improve the reality of a scene in which when a first character is uttering a voice, a second character starts uttering a voice (a voice similar to the voice uttered by the first character).
Means for Solving the Problems
[0006] A first aspect causes a computer to function as a virtual space control unit that controls a virtual space in which a plurality of characters are arranged, and function as an acoustic processing unit that performs acoustic processing for reproducing sound in the virtual space, The sound processing unit performs the sound processing in a scene where a first character, one of the multiple characters, is emitting a continuous sound composed of multiple sections, each consisting of a series of words, and a second character, not the first character, begins emitting the continuous sound, in synchronization with the start timing of the i-th section of the multiple sections constituting the continuous sound emitted by the first character, so that the second character begins emitting the continuous sound from the j-th section of the multiple sections constituting the continuous sound. It is a program.
[0007] In the first embodiment, The aforementioned j may be the same as the aforementioned i.
[0008] In the first embodiment, The i-th section may be the next section to be emitted from the first character among a plurality of sections that constitute a continuous speech sequence emitted from the first character.
[0009] The second aspect is, A storage unit that stores a program according to the first embodiment, The system comprises a control unit that executes the aforementioned program. It is an acoustic device. [Effects of the Invention]
[0010] According to this disclosure, the realism of a scene in which a second character begins to make a sound (similar to the sound made by the first character) while the first character is making a sound can be improved. [Brief explanation of the drawing]
[0011] [Figure 1] This is a block diagram illustrating the configuration of the game device according to the embodiment. [Figure 2] This is a schematic diagram illustrating a scene where the second character begins to speak while the first character is speaking. [Figure 3]This is a timing chart illustrating the sequence of voices emitted by the first and second characters. [Modes for carrying out the invention]
[0012] The embodiments will be described in detail below with reference to the drawings. Note that the same or corresponding parts in the drawings are denoted by the same reference numerals, and their descriptions will not be repeated. Furthermore, the following describes an example in which the program is implemented as a game program and the sound device is realized as a game device.
[0013] (Game description) In the following description, "game" refers to a game played in a virtual space (video game). The virtual space is a three-dimensional game space, displayed as an image on a screen. Objects are placed within the virtual space. Examples of objects include player characters controlled by the player (user) and non-player characters controlled by the computer.
[0014] Furthermore, objects include sound source objects that act as virtual sound sources within the virtual space. Examples of sound source objects include objects that operate within the virtual space, and objects that only output sound within the virtual space.
[0015] In the games described below, sound is played. The sounds played in the games include sounds output from sound source objects, background music (BGM), and sound effects. Examples of sounds output from sound source objects include sounds associated with the movement of objects, such as footsteps and wind noises, and sounds emitted by objects, such as animal cries and dialogue.
[0016] Hereinafter, for convenience of explanation, as an example of a game, a "fighting action game in which a player character attacks and defeats an enemy character" is given. The enemy character is an example of a non-player character. The player character and the enemy character are examples of sound source objects. Note that there is no limitation on the type of game or the like.
[0017] (Game device) FIG. 1 illustrates the configuration of a game device 10 according to an embodiment. The game device 10 executes a game according to an operation by a user. A display 21, a speaker 22, and a controller 23 are externally connected or built in to the game device 10. The game device 1 is an example of an acoustic device.
[0018] For the game device 10, 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.
[0019] In the game device 10, the game progresses based on the installed game program and game data. The game devices 10 can perform data communication with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0020] [Hardware configuration of the game device] The game device 10 includes a network interface 11, a graphic processing unit 12, an audio processing unit 13, an operation unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphic processing unit 12, the audio processing unit 13, the operation unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.
[0021] The network interface 11 is communicably connected to a communication network (not shown) for transmitting and receiving various data, for example, to and from other game devices 10 or an external server device (not shown).
[0022] The graphics processing unit 12 is connected to the display 21 (for example, an LCD display). The graphics processing unit 12 renders game images, including various objects in the virtual space, in video format according to the game image information output from the control unit 16. The game images rendered in video format are displayed on the display 21 as the game screen.
[0023] The audio processing unit 13 is connected to the speaker 22. The audio processing unit 13 plays digital game sounds according to the instructions of the control unit 16. Specifically, the audio processing unit 13 converts the audio data output by the control unit 16 into an analog signal and outputs it to the speaker 22.
[0024] The audio processing unit 13 is configured to provide multi-channel audio output in order to reproduce three-dimensional sound. Accordingly, multiple speakers 22 are connected to the game device 10. These speakers 22 may be positioned to the left, right, front, back, and above the listener (e.g., the game player) to enable three-dimensional sound reproduction.
[0025] The control unit 14 is connected to the controller 23. The control unit 14 sends and receives signals to and from the controller 23. The game player inputs signals (commands, data, etc.) to the game device 10 by operating various controls such as buttons on the controller 23.
[0026] The storage unit 15 stores various types of information and data. The storage unit 15 is composed of HDD, SSD, RAM, ROM, etc. For example, the storage unit 15 stores various programs, including game data and game programs. Examples of game data include game media and user account information.
[0027] Furthermore, the memory unit 15 stores various types of pre-prepared audio data. These types of audio data include audio data indicating sounds output from sound source objects such as player characters and enemy characters, audio data indicating music (BGM) played in the game, and audio data indicating sound effects.
[0028] The control unit 16 controls the operation of the game device 10. The control unit 16 transmits and receives various information and data, and processes various information and data. The control unit 16 has a CPU (microcomputer) and semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.
[0029] [Functional configuration of the control unit] The control unit 16 of the game device 10 has a game progress unit 100 and an audio processing unit 101. Specifically, the control unit 16 functions as the game progress unit 100 and the audio processing unit 101 by executing a game program.
[0030] <Game Management Department (Virtual Space Control Department)> The game progress unit 100 manages the game played in the virtual space. The game progress unit 100 is an example of a virtual space control unit that controls a virtual space in which multiple characters are placed.
[0031] In this example, the game progression unit 100 advances the game by making the player character move in the virtual space in response to the actions of the user (i.e., the game player) using the game device 10. The game progression unit 100 also makes non-player characters and predetermined objects (such as vehicles) move in the virtual space. For example, the game progression unit 100 controls the actions of non-player characters and predetermined objects using AI (artificial intelligence). The game progression unit 100 then advances the game in response to the actions of the player character and non-player characters.
[0032] <Acoustic Processing Section> The sound processing unit 101 performs sound processing to reproduce sound in the virtual space. In this example, the sound processing unit 101 generates audio data according to the progress of the game.
[0033] Specifically, the sound processing unit 101 selects the audio data to be played from the audio data (various pre-prepared audio data) stored in the memory unit 15 according to the progress of the game, and outputs the selected audio data (or new audio data obtained by combining multiple selected audio data) to the audio processing unit 13.
[0034] When the sound processing unit 101 outputs audio data, it instructs the audio processing unit 13 on the volume. The audio processing unit 13 converts the audio data output from the sound processing unit 101 into an analog signal of the instructed volume and outputs it to the speaker 22. As a result, the speaker 22 plays a sound corresponding to the audio data generated by the sound processing unit 101.
[0035] The sound processing unit 101 performs sound localization for sound playback. Sound localization is the process of localizing the position of a sound source as perceived by a human (user) to a predetermined virtual position in the virtual space (for example, the position of the sound source object).
[0036] To perform sound localization, the acoustic processing unit 101 sets up a virtual microphone in the virtual space and generates audio data that includes the sound obtained by the virtual microphone placed in the virtual space. The virtual microphone is a virtual listener (sound collection point) and serves as the reference point for sound localization by the acoustic processing unit 101. The virtual microphone may have directionality. In this example, as shown in Figure 2, the virtual microphone M0 is placed near the player character C0 and moves in accordance with the movement of the player character C0.
[0037] Specifically, in sound image localization processing (processing for sound image localization), the sound processing unit 101 generates audio data according to the sound collection conditions of the virtual microphone (for example, the position and direction of the virtual microphone relative to the sound source object in the virtual space, the volume and direction of the sound output from the sound source object, etc.) so that the sound output from the speaker 22 includes the sound obtained by the virtual microphone.
[0038] The audio data generated by the sound image localization process is processed in the audio processing unit 13, making it possible to output sound from a virtual sound source (sound source object) in the virtual space through the speaker 22 with an acoustic representation as if it were picked up by a virtual microphone.
[0039] [Synchronization start scene] In this embodiment, one of the scenes in the virtual space is a scene (hereinafter referred to as the "synchronization start scene") in which, when a first character among multiple characters is emitting a continuous voice, a second character among multiple characters (who is not the first character) begins to emit a continuous voice (a continuous voice similar to the continuous voice emitted by the first character).
[0040] Specifically, as shown in Figure 2, one of the game scenes progressing in the virtual space is set up in which, when the first character C1, which is near the player character C0, is emitting continuous sounds, the second character C2, which has approached the player character C0, also begins to emit continuous sounds. This scene is an example of a synchronization start scene.
[0041] In the example in Figure 2, the first character C1 and the second character C2 are characters other than the player character among multiple characters, for example, enemy characters. The first character C1 and the second character C2 can switch between "silent state," "ready to speak state," "speaking state," and "silent ready state." The silent state is the state in which no continuous sound is being emitted. The ready to speak state is the state in which the character is about to start emitting a continuous sound. The speaking state is the state in which the character is emitting a continuous sound. The silent ready state is the state in which the character is about to finish emitting a continuous sound.
[0042] As shown in Figure 3, a continuous speech is composed of multiple clauses. Each of these clauses consists of a series of words or phrases. For example, the series of words or phrases that make up a clause are a predetermined group of words or phrases. Examples of continuous speech include long lines of dialogue such as incantations, poems, and songs.
[0043] In the example in Figure 3, the continuous speech is the song "Kagome Kagome" (a children's song), and it consists of six verses, each representing a lyric. The first character C1 repeatedly emits the continuous speech. Specifically, when the first character C1 finishes emitting the last verse of the multiple verses that make up the continuous speech (the sixth verse in the example in Figure 3), it begins emitting the first verse of the multiple verses that make up the continuous speech (the first verse).
[0044] [Operation of the sound processing unit in relation to the synchronization start scene] Next, with reference to Figure 3, the operation of the sound processing unit 101 (operation related to the synchronization start scene) will be explained.
[0045] First, the sound processing unit 101 determines whether the scene in the virtual space is a "synchronization start scene". For example, the sound processing unit 101 detects what kind of scene the scene in the virtual space is based on the progress of the game being played by the game progress unit 100.
[0046] Specifically, the sound processing unit 101 detects the state of the characters positioned around the player character C0 (for example, within a predetermined range based on the position of the player character C0) based on the progress of the game being played by the game progression unit 100. The sound processing unit 101 then determines that the scene in the virtual space is a "synchronization start scene" if at least one of the multiple characters positioned around the player character C0 is in a "speaking state" and at least one of the remaining characters is in a "speaking preparation state".
[0047] Examples of situations in which a character is determined to be in a "preparation state for speaking" include when a character enters the vicinity of player character C0 (for example, within a predetermined range based on the position of player character C0), when a character enters the space in which player character C0 exists (for example, a room), and when a character enters a combat state with player character C0.
[0048] If the scene in the virtual space is a "synchronization start scene," the sound processing unit 101 performs synchronization start processing. In the synchronization start processing, the sound processing unit 101 performs sound processing so that the second character (the character in a speech preparation state) starts emitting continuous speech from the jth section of the continuous speech, synchronized with the start timing of the i-th section of the continuous speech that makes up the continuous speech emitted from the first character (the character in a speech state).
[0049] The above 'i' indicates the starting point of the sequence of speech that the second character begins to emit, which constitutes the sequence of speech emitted from the first character. The above 'j' indicates the starting point of the sequence of speech that the second character emits first among the multiple sequences that constitute the sequence of speech. Both 'i' and 'j' are natural numbers.
[0050] Specifically, during the synchronization start process, the sound processing unit 101 synthesizes the first audio data representing the continuous speech of the first character and the second audio data representing the continuous speech of the second character so that the start timing of the i-th section of the continuous speech of the first character matches the start timing of the j-th section of the continuous speech of the second character. This generates synthesized speech data that indicates "the second character begins emitting continuous speech from the j-th section of its continuous speech in synchronization with the start timing of the i-th section of the continuous speech emitted from the first character." The sound processing unit 101 then outputs this synthesized speech data to the audio processing unit 13. As a result, the synthesized speech is played back from the speaker 22.
[0051] In this example, j is the same as i. That is, in the synchronization start scene, the sound processing unit 101 performs sound processing so that the second character starts emitting continuous sound from the i-th (j=i) section of the multiple sections that make up the continuous sound, in synchronization with the start timing of the i-th section of the multiple sections that make up the continuous sound emitted from the first character.
[0052] In this example, the i-th section is the "next section to be emitted from the first character (the section following the currently uttered section)" among the multiple sections that make up the continuous speech emitted from the first character. For example, in the synchronization start scene, if the state of the second character changes from "silent state" to "ready to utter" at the "k-th section emitted from the first character" among the multiple sections that make up the continuous speech, the sound processing unit 101 performs sound processing so that the second character begins to emit continuous speech in synchronization with the start timing of the "k+1th (i=k+1) section to be emitted next from the first character" among the multiple sections that make up the continuous speech.
[0053] In the example in Figure 3, at time t1, which falls within the period when the second segment of the continuous speech is being emitted from the first character, the state of the second character transitions from "silent state" to "ready to speak state," and the scene in the virtual space becomes the "synchronization start scene." Then, at time t2, the third segment of the continuous speech begins to be emitted from the first character, and at the same time, the third segment of the continuous speech begins to be emitted from the second character.
[0054] [Synchronization complete scene] Furthermore, in this embodiment, one of the scenes in the virtual space is a scene in which the second character finishes emitting continuous speech while the first character and the second character are emitting continuous speech (hereinafter referred to as the "synchronization completion scene").
[0055] Specifically, as one of the game scenes progressing in the virtual space, a scene is created where, while the first character C1 and the second character C2, who are near the player character C0, are emitting continuous speech, the second character C2 finishes emitting continuous speech. This scene is an example of a synchronization completion scene.
[0056] [Operation of the sound processing unit in relation to the synchronization termination scene] Next, with reference to Figure 3, the operation of the sound processing unit 101 (operation related to the synchronization termination scene) will be explained.
[0057] First, the sound processing unit 101 determines whether the scene in the virtual space is a "synchronization completion scene". Specifically, the sound processing unit 101 determines that the scene in the virtual space is a "synchronization completion scene" if at least one of the multiple characters arranged around the player character C0 is in a "speaking state", and at least one of the remaining characters is in a "silent preparation state".
[0058] Examples of situations in which a character is determined to be in a "silent preparation state" include situations where the character leaves the vicinity of player character C0 (for example, a predetermined range based on the position of player character C0), situations where the character leaves the space in which player character C0 exists (for example, a room), and situations where the character is in a non-combat state with player character C0.
[0059] If the scene in the virtual space is a "synchronization termination scene," the sound processing unit 101 performs synchronization termination processing. In the synchronization termination processing, the sound processing unit 101 performs sound processing so that the second character (a character in a silent preparation state) finishes emitting continuous speech at the nth of the multiple segments that make up the continuous speech, in synchronization with the end timing of the mth segment of the multiple segments that make up the continuous speech emitted by the first character (a character in a speaking state).
[0060] The above 'm' indicates the number of the section that marks the termination timing for the second character to end the continuous speech emitted from the first character. The above 'n' indicates the number of the last section emitted by the second character among the multiple sections that make up the continuous speech. Both 'm' and 'n' are natural numbers. Also, the value obtained by subtracting 'n' from 'm' (mn) is the same as the value obtained by subtracting 'j' from 'i' (ij).
[0061] Specifically, during the synchronization termination process, the sound processing unit 101 synthesizes the first audio data representing the continuous speech of the first character and the second audio data representing the continuous speech of the second character so that the end timing of the mth section of the continuous speech of the first character matches the end timing of the nth section of the continuous speech of the second character. This generates synthesized speech data that indicates "the second character finishes emitting continuous speech at the nth section of its continuous speech, synchronized with the end timing of the mth section of the continuous speech emitted from the first character." The sound processing unit 101 then outputs this synthesized speech data to the audio processing unit 13. As a result, the synthesized speech is played back from the speaker 22.
[0062] In this example, n is the same as m. That is, in the synchronization termination scene, the sound processing unit 101 performs sound processing so that the second character finishes emitting continuous sound at the mth (n=m) of the multiple segments that make up the continuous sound, in synchronization with the end timing of the mth segment of the multiple segments that make up the continuous sound emitted from the first character.
[0063] In this example, the m-th section is the section currently being spoken by the first character among the multiple sections that make up the continuous speech emitted by the first character. For example, in the synchronization termination scene, if the state of the second character changes from "speaking state" to "preparing for silence" in the p-th section being emitted by the first character among the multiple sections that make up the continuous speech, the sound processing unit 101 performs sound processing in synchronization with the end timing of the p-th section (m=p) being emitted by the first character among the multiple sections that make up the continuous speech, so that the second character finishes emitting the continuous speech.
[0064] In the example in Figure 3, at time t3, which falls within the period when the sixth stanza of the continuous speech is being emitted by the first character, the state of the second character transitions from "speaking state" to "silent preparation state," and the scene in the virtual space becomes the "synchronization end scene." Then, at time t4, as the sixth stanza of the continuous speech is finished by the first character, the sixth stanza of the continuous speech is also finished by the second character, and the continuous speech of the second character ends.
[0065] [Summary of Embodiments] In summary, the game program of this embodiment causes the computer (control unit 16) to function as a virtual space control unit (game progress unit 100) that controls a virtual space in which multiple characters are placed, and as an acoustic processing unit 101 that performs acoustic processing for playing sounds in the virtual space. When a first character, one of the multiple characters, is emitting a continuous sound consisting of multiple clauses, each consisting of a series of words, and a second character, not the first character, begins to emit the continuous sound, the acoustic processing unit 101 performs acoustic processing so that the second character begins to emit the continuous sound from the j-th clause of the multiple clauses that make up the continuous sound, synchronized with the start timing of the i-th clause of the multiple clauses that make up the continuous sound emitted from the first character.
[0066] The sound device (game device 10) of this embodiment includes a storage unit 15 for storing the above-mentioned program and a control unit 16 for executing the above-mentioned program.
[0067] [Effects of the Embodiment] As described above, in this embodiment, the sound processing unit 101 performs sound processing in the synchronization start scene so that the second character begins emitting continuous speech from the j-th section of the continuous speech, synchronized with the start timing of the i-th section of the continuous speech constituting the continuous speech emitted from the first character. With this configuration, the continuous speech emitted from the second character can be synchronized naturally (with minimal unnaturalness) with the continuous speech emitted from the first character midway through. This improves the realism of the synchronization start scene.
[0068] In this embodiment, j is the same as i. The sound processing unit 101 performs sound processing in the synchronization start scene so that the second character starts emitting continuous sound from the i-th (j=i) section of the continuous sound, synchronized with the start timing of the i-th section of the continuous sound emitted from the first character. With this configuration, the continuous sound emitted from the first character and the continuous sound emitted from the second character can be perfectly synchronized.
[0069] Furthermore, in this embodiment, the i-th section is the "next section to be emitted from the first character (the section following the currently emitted section)" among the multiple sections that make up the continuous speech emitted from the first character. With this configuration, synchronization between the continuous speech emitted from the first character and the continuous speech emitted from the second character can be started quickly.
[0070] Furthermore, in this embodiment, the sound processing unit 101 performs sound processing in the synchronization termination scene so that the second character finishes emitting continuous speech at the nth section of the multiple sections constituting the continuous speech emitted from the first character, in synchronization with the end timing of the mth section of the multiple sections constituting the continuous speech emitted from the first character. Note that mn is the same as ij. With this configuration, the continuous speech emitted from the second character can be terminated naturally (without any sense of unnaturalness) in the middle of the continuous speech emitted from the first character. This improves the realism of the synchronization termination scene.
[0071] In this embodiment, n is the same as m. The sound processing unit 101 performs sound processing in the synchronization termination scene so that the second character finishes emitting continuous sound at the mth (n=m) of the multiple sections constituting the continuous sound, in synchronization with the termination timing of the mth section of the multiple sections constituting the continuous sound emitted from the first character. With this configuration, the continuous sounds emitted from the first character and the continuous sounds emitted from the second character can be perfectly synchronized during the period from the start to the end of synchronization.
[0072] Furthermore, in this embodiment, the mth section is the "section currently being spoken by the first character (the section currently being spoken)" among the multiple sections that make up the continuous speech emitted from the first character. This configuration allows for the rapid termination of the synchronization between the continuous speech emitted from the first character and the continuous speech emitted from the second character.
[0073] (Other embodiments) The above explanation uses the example where j is the same as i, but it is not limited to this case. j may be different from i. Similarly, the example uses the case where n is the same as m, but n may be different from m. For example, when j is different from i, the continuous speech emitted from the second character synchronizes with the continuous speech emitted from the first character in a round-like manner.
[0074] Furthermore, the above explanation uses the example where the i-th syllable is "the syllable that will be uttered next from the first character (the syllable following the syllable currently being uttered)," but is not limited to this. Similarly, the example uses the case where the m-th syllable is "the syllable that is currently being uttered from the first character (the syllable currently being uttered)," but is not limited to this.
[0075] Furthermore, the above explanation uses the example of synchronizing continuous speech between two characters (the first character and the second character), but is not limited to this. For example, continuous speech may be synchronized between multiple characters including the first character and multiple characters including the second character. Specifically, the synchronization start scene may be a scene in which multiple characters including the second character begin to emit continuous speech in sync when multiple characters including the first character are emitting continuous speech in sync.
[0076] Furthermore, in the above explanation, the duration of each of the multiple segments constituting the continuous speech may be the same or different. However, when j is different from i, it is preferable that the duration of each of the multiple segments constituting the continuous speech is the same.
[0077] Furthermore, in the above explanation, it is not necessary to prepare the audio data in advance. Audio data can be synthesized or generated each time based on some data or information.
[0078] Furthermore, in the above description, the game program may be implemented as a game program for so-called online games. In this case, the processing performed in the control unit 16 of the game device 10 may be performed in the control unit of the server device (not shown), or it may be shared between the control unit of the game device 10 and the control unit of the server device. The game device 10 may be a portable information terminal such as a smartphone or tablet.
[0079] Furthermore, while the above explanation uses the virtual space where a game takes place (game space) as an example of a virtual space, it is not limited to this. For example, a virtual space could be a virtual space where avatars communicate with each other (metaverse space).
[0080] The effects and benefits of the present invention will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine these embodiments with other embodiments, and with other embodiments as appropriate. The above embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Explanation of Symbols]
[0081] 10. Game equipment (sound equipment) 11 Network Interfaces 12 Graphics Processing Unit 13 Audio Processing Unit 14 Control section 15 Storage section 16 Control Unit 17 Bus 21 displays 22 speakers 23 Controllers 100 Game Progression Unit (Virtual Space Control Unit) 101 Acoustic Processing Unit
Claims
1. Computers, A virtual space control unit that controls a virtual space in which multiple characters are placed, It functions as an acoustic processing unit that performs acoustic processing for reproducing sound in the aforementioned virtual space. When the state of a first character, which is one of the plurality of characters, is in a vocalization state, each character is emitting a continuous sound consisting of multiple sections of a series of words, and the state of a second character, which is not the first character, changes from a silent state where it is not emitting the continuous sound to a vocalization preparation state where it is about to start emitting the continuous sound, the sound processing unit performs the sound processing so that, in synchronization with the start timing of the i-th section of the multiple sections constituting the continuous sound emitted from the first character, the second character begins emitting the continuous sound from the j-th section of the multiple sections constituting the continuous sound. program.
2. In the program of claim 1, The aforementioned j is the same as the aforementioned i. program.
3. In the program of claim 1, The i-th section is the next section to be emitted from the first character, among a plurality of sections that constitute the continuous speech emitted from the first character. program.
4. A storage unit that stores any one of the programs from claim 1 to 3, The system comprises a control unit that executes the aforementioned program. sound equipment.
Citation Information
Patent Citations
Game system, program, and information storage medium
JP2005081011A
Game device, game device control method, and program
JP2006087606A
Output device and control method for game sound, and program
JP2007236833A
Game sound output device, game sound control method, and program
JP2007330578A
Game apparatus, game processing method, game system, game server and program
JP2008167834A