Program and sound control device

The program and acoustic control device synchronize sound effects with user actions in virtual spaces by detecting body parameters, improving user experience through natural and immersive audio feedback.

JP7853588B2Active Publication Date: 2026-04-30CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2023-09-20
Publication Date
2026-04-30

AI Technical Summary

Technical Problem

Existing virtual space services, such as games, struggle to provide sound effects that enhance user experience by synchronizing with user actions in a natural and immersive manner.

Method used

A program and acoustic control device that utilize sensors to detect user body parameters like speed and angular velocity, controlling virtual objects and sound playback based on predetermined value thresholds, ensuring synchronized audio playback with user actions.

Benefits of technology

Immersive and natural sound effects are achieved, enhancing user experience by aligning audio with user actions without incongruity.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve user experience in a service provided in a virtual space.SOLUTION: A sensor S outputs an operation signal indicating a parameter correlated to at least one of speed and angular speed of a predetermined part in a body of a user P. A virtual space control part operates an object arranged in a virtual space, on the basis of the operation signal. A display part 563 makes a display 61 display the video in the virtual space. A reproduction part 564 makes a speaker 62 reproduce voice. When the parameter becomes equal to or less than a second predetermined value lower than a first predetermined value after the parameter becomes equal to or more than the first predetermined value, the reproduction part 564 reproduces voice of the object.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 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 reproduction unit, the computer system being connected with a display, a speaker, and a sensor, the sensor outputting an operation signal indicating a parameter correlated with at least one of the speed and the angular velocity of a predetermined part of the user's body, The virtual space control unit operates objects placed in the virtual space based on the operation signal. The display unit displays the image of the virtual space on the display. The playback unit plays sound to the speaker. The playback unit plays the audio associated with the object when the parameter, after it has reached a first predetermined value or higher, falls to a second predetermined value or lower than the first predetermined value. program.

[0007] In the first embodiment, The regeneration unit may change at least one of the first predetermined value and the second predetermined value depending on the type of object.

[0008] In the above embodiment, The regeneration unit may increase the first predetermined value and the second predetermined value when the object is large, and decrease the first predetermined value and the second predetermined value when the object is small.

[0009] In the above embodiment, The sensor is a controller that the user attaches to or grasps. The playback unit may play the sound of the object if the position of the object in the virtual space is determined according to the position of the controller.

[0010] In the above embodiment, The detection device is a plurality of controllers that the user attaches to or grasps, The aforementioned plurality of controllers include a first controller and a second controller, The first controller outputs a first operating signal that indicates a first parameter correlated with at least one of the velocity and angular velocity of a first part of the user's body. The second controller outputs a second operation signal indicating a second parameter correlated with at least one of the speed and angular velocity of the second part of the user's body. The playback unit is configured such that the position of the object in the virtual space is determined according to the position of the first controller and not according to the position of the second controller. After the first parameter becomes equal to or greater than a first predetermined value, when the first parameter becomes equal to or less than a second predetermined value lower than the first predetermined value, the sound of the object may be played according to the first parameter.

[0011] A second aspect is an acoustic control device including: a storage unit that stores the program of the aspect; a control unit that executes the program.

Advantages of the Invention

[0012] According to the present disclosure, the user experience can be improved.

Brief Description of the Drawings

[0013] [Figure 1] It is a block diagram showing the configuration of a game device. [Figure 2] It is a perspective view showing an example of a VR goggle. [Figure 3] It is a schematic diagram of a state where a user wears a VR goggle. [Figure 4] It is an example of a VR image. [Figure 5] It is a flowchart for explaining a first process in the playback unit. [Figure 6] It is a flowchart for explaining a second process in the playback unit.

Modes for Carrying Out the Invention

[0014] [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 cooperating computers.

[0015] The game by this game program is implemented in a virtual space (three-dimensional). This game program is implemented using the technology of Virtual Reality (abbreviated as VR). The VR technology is a technology that creates a virtual space similar to reality on a computer and allows the user to experience the feeling of being in that virtual space.

[0016] There is no limitation on the type of game or the like. In the present embodiment, as an example of the game, a combat-type action game in which a player character attacks and defeats an enemy character will be described.

[0017] 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".

[0018] Examples of the virtual medium held by the 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 the enemy character with that firearm.

[0019] In this game, various sounds are reproduced as the voices emitted by virtual sound sources in the virtual space. The virtual medium held by the character can be a virtual sound source in the virtual space. That is, in this game, the sound emitted by the virtual medium is reproduced as a voice. For example, a firearm (virtual medium) may emit a firing sound (accurately, a voice simulating the firing sound is reproduced).

[0020] 《Configuration of the Game Device》 〈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.

[0021] Game device 5 can utilize commercially available devices such as personal computers, PlayStation®, Xbox®, PlayStation Vita®, and Nintendo Switch®.

[0022] 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).

[0023] 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.

[0024] 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).

[0025] 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.

[0026] 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".

[0027] The graphics processing unit 52 is connected to the display 61. The VR image is displayed on the display 61.

[0028] 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).

[0029] 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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).

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] In this game program, the player character C1 can be controlled within the virtual space by changing the position and orientation of controller 63.

[0044] 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).

[0045] 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.

[0046] 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).

[0047] 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.

[0048] 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.

[0049] <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 563, and a playback unit 564 by executing the game program (see Figure 1).

[0050] (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.

[0051] 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.

[0052] 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.

[0053] (Conversion unit 562) The conversion unit 562 converts the operation signal into position and orientation in the virtual space, using the orientation of the display 61 (direction of vector Vd) as a reference. Here, "using the orientation of the display 61 (direction of vector Vd) as a reference" means that vector Vd is one of the coordinate axes.

[0054] For example, when the conversion unit 562 receives an operation signal from the controller 63 (operation unit 54), it acquires various information (position, orientation, speed, angular velocity, etc.) contained in the operation signal. The conversion unit 562 converts the acquired information into operation 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). The conversion unit 562 outputs the operation information to the game progress unit 561 and the playback unit 564.

[0055] The game progress unit 561 moves the hand (arm) of the player character C1 in the virtual space based on the operation information output by the conversion unit 562.

[0056] The game progress unit 561, when player character C1 is holding an object in their hand (arm), operates the object in the virtual space according to the operation information. 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 places the object in the hand (arm) of player character C1 in the virtual space. In other words, when player character C1 is holding an object in their hand (arm), the position of the firearm C2 in the virtual space is determined according to the position of the controller (linked to the operation signal).

[0057] (Display section 563) The display unit 563 generates a VR image Sc by referring to information about the virtual space generated by the game progress unit 561. The display unit 563 outputs the generated VR image Sc to the graphics processing unit 52.

[0058] The motion signal output from sensor S is converted into motion information by conversion unit 562. Based on the motion information, a virtual space is generated by game progress unit 561. Based on the generated virtual space, a VR image Sc is generated by display unit 563. Therefore, the VR image Sc displays the player character C1's hand (arm) moving in conjunction with the motion signal output by sensor S. In other words, user P can change the position, direction, speed, angular velocity, etc. of player character C1's hand (arm) by changing the position, direction, speed, angular velocity, etc. of their own hand (i.e., controller 63).

[0059] The display unit 563 displays an object in the VR image Sc if the player character C1 is holding an object in their hand (arm) within the virtual space. In the example of the VR image Sc in Figure 4, the object held by the player character C1 is a firearm C2.

[0060] As described above, when the player character C1 is holding an object in its hand (arm) within the virtual space, the object moves according to the motion information. That is, when the display unit 563 displays the firearm C2 on the VR image Sc, it displays an image of the firearm C2 on the VR image Sc in conjunction with the motion signal output by the sensor S. In other words, the display unit 563 displays the firearm C2 on the VR image Sc according to the position, direction, speed, and angular velocity of the controller 63.

[0061] In the example shown in Figure 4, the firearm C2 is held in the right hand (right arm) of the player character C1. In this case, the image of the firearm C2 is displayed in conjunction with the operation signals output from the sensor of the controller 63, which is held in the right hand (right arm) of user P.

[0062] (Playback section 564) The playback unit 564 plays the audio necessary for providing the service (in this embodiment, providing the game). Specifically, the playback unit 564 selects the audio data to be played and instructs the audio processing unit 53 to play that audio data. The playback unit 564 also instructs the audio processing unit 53 on the volume of each speaker 62.

[0063] The playback unit 564 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.

[0064] In this game program, when player character C1 aims firearm C2, the sounds (such as metallic sounds) emitted by firearm C2 are provided as sound data SD. The memory unit 55 associates the sound data SD with firearm C2. In this game program, the playback unit 564 plays the sound data SD associated with firearm C2 if player character C1 is holding firearm C2 and at least one of the first and second conditions is met.

[0065] Specifically, the playback unit 564 acquires motion information output from the conversion unit 562 if the player character C1 is holding a firearm C2. From the motion information, the playback unit 564 acquires the speed of the hand (arm) of the player character C1 that is holding the firearm C2. The playback unit 564 determines that the first condition is met if, in the motion information, the speed of the hand (arm) of the player character C1 becomes equal to or greater than the first speed (first predetermined value) and then becomes equal to or less than the second speed (second predetermined value). If the first condition is met, the playback unit 564 plays the audio data SD (first process). The second speed is set lower than the first speed.

[0066] Furthermore, if player character C1 is holding firearm C2, playback unit 564 acquires motion information output from conversion unit 562. From the motion information, playback unit 564 acquires the angular velocity of the hand (arm) holding firearm C2 of player character C1. In the motion information, playback unit 564 determines that the second condition is met if the angular velocity of player character C1's hand (arm) becomes equal to or greater than the first angular velocity (first predetermined value) and then becomes equal to or less than the second angular velocity (second predetermined value). If the second condition is met, playback unit 564 plays the audio data SD (second process). Note that the second angular velocity is set lower than the first angular velocity.

[0067] As described above, the hand (arm) of player character C1 moves according to the action signal output from controller 63. This action signal includes data such as the speed and acceleration of user P's hand (arm). In other words, the playback unit 564 plays back the audio data SD associated with the firearm C2 according to the speed and acceleration of user P's hand (arm).

[0068] For example, in movies and games, sound effects such as "click" are often played when a character (player character, etc.) raises a weapon or strikes a specific pose. These sound effects are thought to be generated by the collision of internal mechanisms of weapons or the rubbing of clothing. In particular, these sound effects occur when the character finishes raising the weapon or striking a pose, that is, when the velocity or angular velocity of the weapon or clothing increases and then decays.

[0069] In this embodiment, if either the velocity (angular velocity) of the hand (arm) of player character C1, who is holding firearm C2, decreases, audio data SD is played. This allows for the playback of sound effects when a person (player character, etc.) aims a firearm without any unnatural feeling.

[0070] Example of operation Figure 5 is a flowchart illustrating the first process in this game program.

[0071] First, the playback unit 564 determines whether or not the player character C1 possesses the firearm C2 (step S11).

[0072] 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 places the object in the hand (arm) of the player character C1 in the virtual space. The playback unit 564 determines that the player character C1 is holding the firearm C2 in the virtual space generated by the game progress unit 561.

[0073] The playback unit 564 waits in step S11 (No. of step S11) until it determines that player character C1 is in possession of firearm C2.

[0074] If the playback unit 564 determines that the player character C1 is possessing a firearm C2 (Yes in step S11), it obtains motion information from the conversion unit 562 (step S12). When the conversion unit 562 receives an motion signal from the operation unit 54, it obtains various information from the controller 63 (position, orientation, speed, acceleration) from the motion signal. The conversion unit 562 converts the obtained information into motion information (position, orientation, speed, angular velocity, etc.) of the player character C1's hand (arm). In other words, the motion information is generated based on the motion signal.

[0075] The playback unit 564 determines from the operation information whether the speed of the hand (arm) of player character C1 holding the firearm C2 is equal to or greater than the first speed (step S13). If the speed of the hand (arm) of player character C1 is less than the first speed (No. in step S13), the playback unit 564 waits in step S13 until it determines that the speed of the hand (arm) of player character C1 is equal to or greater than the first speed.

[0076] If the playback unit 564 determines that the speed of the player character C1's hand (arm) is equal to or greater than the first speed (Yes in step S13), it obtains operation information from the conversion unit 562 (step S14). When the conversion unit 562 receives an operation signal from the operation unit 54, it converts the operation signal into operation information for the player character C1's hand (arm).

[0077] The playback unit 564 determines from the operation information whether the speed of the hand (arm) of player character C1 holding the firearm C2 is equal to or greater than the first speed (step S15). If the speed of the hand (arm) of player character C1 is higher than the second speed (No. in step S15), the playback unit 564 waits in step S15 until it determines that the speed of the hand (arm) of player character C1 is equal to or less than the second speed. The second speed is a speed lower than the first speed.

[0078] If the playback unit 564 determines that the speed of the player character C1's hand (arm) is less than or equal to the second speed (Yes in step S15), it plays the audio data SD associated with the firearm C2 (step S16).

[0079] Figure 6 is a flowchart illustrating the second process in this game program. In the second process in Figure 6, steps S23 and S25 are executed instead of steps S13 and S15 of the first process in Figure 5.

[0080] In step S23, the playback unit 564 determines from the motion information whether the angular velocity of the hand (arm) holding the firearm C2 of player character C1 is equal to or greater than the first angular velocity. If the velocity of the hand (arm) of player character C1 is less than the first angular velocity, the playback unit 564 waits in step S23 until it determines that the angular velocity of player character C1's hand (arm) is equal to or greater than the first angular velocity (No in step S23). If the playback unit 564 determines that the angular velocity of player character C1's hand (arm) is equal to or greater than the first angular velocity (Yes in step S23), step S14 is executed.

[0081] In step S25, the playback unit 564 determines from the motion information whether the angular velocity of the hand (arm) holding the firearm C2 of player character C1 is less than or equal to the second angular velocity. If the playback unit 564 determines that the angular velocity of player character C1's hand (arm) is higher than the second angular velocity, it waits in step S25 until it determines that the angular velocity of player character C1's hand (arm) is greater than or equal to the second angular velocity (No in step S25). If the playback unit 564 determines that the angular velocity of player character C1's hand (arm) is less than or equal to the second angular velocity (Yes in step S25), step S14 is executed. Note that the second angular velocity is a velocity lower than the first angular velocity.

[0082] If the speed of the player character C1's hand (arm) is less than or equal to the second angular velocity (Yes in step S25), the playback unit 564 plays the audio data SD associated with the firearm C2 (step S16).

[0083] 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 563, and a playback unit 564. The game device 5 is connected to a display 61, a speaker 62, and a sensor S. The sensor S outputs an action signal indicating the speed (parameter) of the user's hand (a predetermined part of the body). The game progress unit 561 operates a firearm C2 (object) placed in the virtual space based on the action signal. The display unit 563 displays the image of the virtual space on the display 61. The playback unit 564 plays sound through the speaker 62. The playback unit 564 plays sound data SD associated with the firearm C2 when the speed becomes lower than or equal to a second speed (second predetermined value) after it has become higher than or equal to a first speed (first predetermined value).

[0084] Effects of this embodiment As described above, in this embodiment, the sound of the firearm C2, which operates in conjunction with user P's hand, is played when the speed of firearm C2 reaches a first speed or higher and then falls to a second speed or lower. In other words, the sound associated with firearm C2, which operates in conjunction with user P, is played when the speed of firearm C2 decreases (stops). This allows for the sound of objects (such as firearm C2) that operate due to the actions of player character C1 to be played without any sense of incongruity. Therefore, the user experience can be improved.

[0085] Furthermore, the sensor S is the controller 63 that the user P wears or holds. The playback unit 564 plays audio data SD related to the firearm C2 when the position of the firearm C2 in the virtual space is determined according to the position of the controller 63 (when it is linked to the operation signal). As a result, when the player character C1 is holding the firearm C2, audio related to the firearm C2 can be played, thereby improving the user experience.

[0086] [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 563 does not need to display the player character C1 on the display 61.

[0087] 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.

[0088] 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.

[0089] 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).

[0090] In the above embodiment, the velocity and angular velocity of user P's hand (arm) were detected using sensor S, but the embodiment is not limited to this. For example, sensor S may detect parameters correlated with velocity, such as acceleration and position of user P's hand (arm), or parameters correlated with angular velocity, such as angular acceleration and angle of user P's hand (arm). Sensor S only needs to be able to detect parameters correlated with at least one of the velocity and acceleration of user P's hand (arm).

[0091] In the above embodiment, a firearm C2 equipped (possessed) by player character C1 was given as an example of an object, but it is not limited to this. The object may be a weapon, armor, clothing, or item equipped by player character C1. In other words, the object can be anything that is linked to the actions of player character C1.

[0092] In the above embodiment, the playback unit 564 may change at least one of the first predetermined value and the second predetermined value depending on the type of firearm C2 (object). For example, the playback unit 564 may increase the first velocity and first angular velocity (first predetermined value) when the object (firearm C2) is large, and decrease the second velocity and second angular velocity (second predetermined value) when the object (firearm C2) is small. As the firearm C2 gets larger, the user P's aiming motion for the firearm C2 becomes larger, and as the firearm C2 gets smaller, the user P's aiming motion for the firearm C2 becomes smaller. By setting the first predetermined value and the second predetermined value in accordance with the user P's actual actions, the sound of an object (such as a firearm C2) that operates due to the actions of the player character C1 can be played back without any sense of incongruity.

[0093] In the above embodiment, the firearm C2 may be a weapon that the player character C1 can hold with both hands. If the player character C1 holds the firearm C2 with only one hand, the playback unit 564 performs the first and second processes based on the operation signal (first operation signal) of the controller 63 corresponding to the hand (arm) holding the firearm C2, and does not perform the first and second processes based on the operation signal (second operation signal) of the controller 63 corresponding to the hand (arm) not holding the firearm C2. If the firearm C2 is held with both hands, the playback unit 564 may perform the first and second processes based on the operation signals (first operation signal and / or second operation signal) of either one or both controllers 63. If the firearm C2 is held with both hands, the playback unit 564 may perform the first and second processes based on the operation signal (first operation signal) of the controller 63 corresponding to the dominant hand of the player character C1. In this case, the dominant hand of player character C1 may be configurable by user P.

[0094] In the above embodiment, the playback unit 564 may change the sound to be played depending on the type of firearm C2. In this case, it is sufficient that the sound to be played depending on the type of firearm C2 is associated with the storage unit 55.

[0095] 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.

[0096] Audio data can be prepared in advance or synthesized in real time.

[0097] 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]

[0098] 55 Storage section 56 Control Unit (Computer) 61 displays 63 Controllers 562 Conversion Unit 563 Display section 564 Playback Department S sensor P User C1 Player Character C2 Firearms (Objects)

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 is connected to a display, a speaker, and a sensor. The sensor outputs an operating signal that indicates a parameter correlated with at least one of the velocity and angular velocity of a predetermined part of the user's body. The virtual space control unit operates objects placed in the virtual space based on the operation signal. The display unit displays the image of the virtual space on the display. The playback unit plays sound to the speaker. The aforementioned object is a firearm object possessed by the player character. The playback unit does not play the sound associated with the firearm object when the parameter becomes equal to or greater than a first predetermined value, and plays the sound associated with the firearm object when the parameter, after becoming equal to or greater than the first predetermined value, becomes equal to or less than a second predetermined value which is lower than the first predetermined value. program.

2. In the program of claim 1, The regeneration unit changes at least one of the first predetermined value and the second predetermined value depending on the type of object. program.

3. In the program of claim 1, The regeneration unit increases the first predetermined value and the second predetermined value when the object is large, and decreases the first predetermined value and the second predetermined value when the object is small. program.

4. In the program of claim 1, The sensor is a controller that the user attaches to or grasps. The playback unit plays the sound of the object when the position of the object in the virtual space is determined according to the position of the controller. program.

5. In the program of claim 1, The sensor is a plurality of controllers that the user attaches to or grasps, The aforementioned plurality of controllers include a first controller and a second controller, The first controller outputs a first operating signal that indicates a first parameter correlated with at least one of the velocity and angular velocity of a first part of the user's body. The second controller outputs a second operating signal that indicates a second parameter correlated with at least one of the velocity and angular velocity of a second part of the user's body. The playback unit, when the position of the object in the virtual space is determined according to the position of the first controller and not according to the position of the second controller, plays the sound of the object according to the first parameter when the first parameter becomes equal to or greater than a first predetermined value, and then becomes equal to or less than a second predetermined value which is lower than the first predetermined value. program.

6. A storage unit that stores any one of the programs from claim 1 to 5, The system comprises a control unit that executes the aforementioned program. Acoustic control device.

Citation Information

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