Game processing method, game program, and game system

By using mouse posture and movement data to dynamically adjust sound parameters, the game processing method enhances the operability and game properties of mouse-based games, creating a more engaging and immersive experience.

WO2025109642A1PCT designated stage expired Publication Date: 2025-05-30NINTENDO CO LTD
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Patent Information

Application Number
PCT/JP2023/041592
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-20
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

Conventional game processing using a mouse lacks innovative operability and game properties, limiting the creation of novel and engaging gaming experiences.

Method used

The processor acquires data on the mouse's posture and movement, using this information to determine sound parameters such as octave, musical scale, and volume, which are then used to generate and output sound data, allowing for dynamic sound changes based on mouse movement and posture.

Benefits of technology

This approach enables the creation of a novel and engaging game experience by providing a wide range of sound variations based on mouse movement and posture, enhancing user interaction and immersion.

✦ Generated by Eureka AI based on patent content.

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Abstract

In the present invention, a processor of an information processing device is configured to: acquire first data output from a mouse related to the orientation of the mouse; acquire second data output from the mouse related to movement of the mouse on a work surface; determine a first parameter related to sound data on the basis of the acquired first data; and output sound data determined on the basis of the first parameter on the basis of the acquired second data.
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Description

Game processing method, game program, and game system

[0001] The present disclosure relates to information processing for controlling sound output.

[0002] Conventionally, game processing using a mouse has been known (for example, see Patent Document 1).

[0003] Japanese Patent Application Laid-Open No. 2001-62145

[0004] In the above technology, there is room for providing new games with new operability and gameplay using a mouse.

[0005] In view of the above, the following configuration example can be given.

[0006] (Configuration 1) Configuration 1 causes a processor of an information processing device to acquire first data relating to the posture of a mouse output from the mouse, acquire second data relating to the movement of the mouse on a work surface output from the mouse, determine a first parameter relating to sound data based on the acquired first data, and output sound data determined based on the first parameter based on the acquired second data.

[0007] According to the above configuration example, sounds are output using the mouse's orientation and movement, making it possible to provide a game that is new and exciting in a way that has not been seen before.

[0008] (Configuration 2) In Configuration 2, in the above-mentioned configuration 1, the processor may determine a second parameter related to the sound data, different from the first parameter, based on the acquired second data, and output sound data based on the first parameter and the second parameter.

[0009] According to the above configuration example, since the second parameter based on the movement of the mouse, for example, is further used, it is possible to increase the variation in the change in the output sound.

[0010] (Configuration 3) In configuration 3 based on configuration 2, the processor may determine the second parameter based on a moving direction of the mouse determined based on the second data.

[0011] According to the above configuration example, different sounds can be output depending on the direction of mouse movement, for example.

[0012] (Configuration 4) In Configuration 4, in the above-mentioned Configuration 3, the processor may determine the second parameter based on whether the direction of mouse movement determined based on the second data is a first direction or a second direction opposite to the first direction.

[0013] According to the above configuration example, for example, changes in sound due to reciprocating motion, such as the "upbow" and "downbow" movements of a real violin, can be expressed in game processing.

[0014] (Configuration 5) Configuration 5 may be any of configurations 2 to 4, in which the processor determines a third parameter related to the sound data, different from the first parameter and the second parameter, based on the mouse movement speed determined based on the second data.

[0015] According to the above configuration example, it is possible to provide an interesting feature in that the sound to be output changes depending on the moving speed of the mouse.

[0016] (Configuration 6) In Configuration 6, in any of Configurations 1 to 5, the processor may stop outputting sound data when a series of mouse movement distances in the same direction determined based on the second data reaches or exceeds a predetermined distance.

[0017] According to the above configuration example, it is possible to provide a play experience that imitates the situation of a real violin, where the range in which the bow can be moved, that is, the range in which sounds can be produced, is limited.

[0018] (Configuration 7) Configuration 7 is any of configurations 1 to 6, and may include causing the processor to detect, based on the second data, that the mouse is not moving on the work surface, and gradually reducing the volume of the sound data to be output from the time when it is detected that the mouse is not moving on the work surface.

[0019] According to the above configuration example, it is possible to prevent the sound output from being suddenly stopped, which is not intended by the user.

[0020] According to the present disclosure, a novel game using a mouse can be provided.

[0021] FIG. 1 is a block diagram showing an example of the hardware configuration of the information processing device 2; FIG. 2 is an example of the appearance of the mouse 40; FIG. 3 is a diagram for explaining an example of mouse operation; FIG. 4 is a diagram for explaining an example of mouse operation; FIG. 5 is a diagram for explaining an example of mouse operation;

[0022] [Hardware Configuration of Information Processing Device 2] FIG. 1 is a block diagram showing an example of the hardware configuration of an information processing device 2 according to this embodiment. In FIG. 1, the information processing device 2 includes a processor 21. The processor 21 is an information processing unit that executes various information processes executed by the information processing device 2. In this embodiment, the processor 21 is configured as a System-on-a-Chip (SoC) that includes at least a Central Processing Unit (CPU) function and a Graphics Processing Unit (GPU) function. In other embodiments, the CPU and the GPU may be separate components. The processor 21 executes various information processes by executing an information processing program (e.g., a game program) stored in a storage unit 22. The storage unit 22 may be an internal storage medium such as a flash memory or a Dynamic Random Access Memory (DRAM), or may be configured to use an external storage medium inserted into a slot (not shown). The information processing device may be, for example, a game device, a personal computer, or a server.

[0023] The information processing device 2 also includes a communication unit 23 for communicating with other information processing devices and a predetermined server.

[0024] The information processing device 2 also includes an input device communication unit 24 for wired or wireless communication between the information processing device 2 and various input devices. In this embodiment, a mouse 40 is used as an example of an input device.

[0025] Furthermore, a display unit 30 (e.g., a monitor) and a sound output unit 31 (e.g., a speaker) are connected to the information processing device 2 via an image / sound output unit 25. The processor 21 outputs, for example, an image generated by executing the above-described information processing to the display unit 30 via the image / sound output unit 25. Similarly, the processor 21 outputs a sound generated by executing the information processing to the sound output unit 31 via the image / sound output unit 25.

[0026] Fig. 2 is a schematic diagram showing an example of the appearance of the mouse 40. As shown in Fig. 2, the mouse 40 has a plate shape with the y-axis direction as the longitudinal direction (a rectangular parallelepiped or a shape similar thereto, in which the thickness in the x-axis direction is smaller than the thickness in the y-axis direction and the z-axis direction, and the thickness in the z-axis direction is smaller than the thickness in the y-axis direction).

[0027] The mouse 40 includes a sensor (hereinafter referred to as a mouse sensor) that detects operations such as the user sliding the mouse 40 on a work surface (the work surface that the bottom surface contacts in FIG. 2 ). The mouse sensor is provided, for example, so as to be exposed from an opening 43 provided on the bottom surface of the mouse 40. The mouse sensor acquires data for calculating the movement (movement direction, movement distance, movement speed, etc.) of the mouse 40 on the work surface, which is placed with its bottom surface facing the work surface. The mouse sensor is, for example, an optical sensor or a laser sensor. The data acquired by the mouse sensor of the mouse 40 is repeatedly transmitted to the input device communication unit 24 at appropriate timing.

[0028] The mouse 40 also includes an attitude sensor. Specifically, the mouse 40 includes an acceleration sensor (not shown) and an angular velocity sensor (not shown). The acceleration sensor detects the magnitude of acceleration along three predetermined axes (x, y, and z axes shown in FIG. 2). The acceleration sensor may detect acceleration along one or two axes. The angular velocity sensor detects angular velocity around the three predetermined axes (x, y, and z axes shown in FIG. 2). The angular velocity sensor may detect angular velocity around one or two axes. The detection results of the acceleration sensor and the angular velocity sensor are repeatedly transmitted to the input device communication unit 24 at appropriate timing.

[0029] The orientation sensor may be a geomagnetic sensor or other type of sensor capable of detecting orientation, or a combination of several sensors. Alternatively, a combination of multiple optical sensors may be used as the orientation sensor. For example, it may be possible to detect whether each mouse has been rotated based on the difference in the detection values ​​of the optical sensors (such as differences in the direction of movement).

[0030] 2, the mouse 40 has a button 41 on its top surface opposite to its bottom surface. The button 41 is located at the end of the top surface, which has its longitudinal direction in the y-axis direction. The user can use the button 41 as a click button. That is, the user can operate the mouse 40 by placing their hand on the top surface of the mouse 40 with their fingers along the y-axis direction. Data indicating the operation state of the button 41 is repeatedly transmitted to the input device communication unit 24 at appropriate times.

[0031] The mouse 40 may also be provided with a vibration device (not shown) that vibrates the mouse 40 .

[0032] [Regarding the Processing Assumed in the Present Embodiment] Next, an overview of the information processing assumable in the present embodiment will be described. In the present embodiment, a game process is assumed in which a user enjoys sound output by sliding the mouse 40 on a work surface. In the present embodiment, when the sound is output, the parameters of the output sound are controlled to change depending on the posture, movement direction, and movement speed of the mouse 40 at that time. Specifically, a first parameter is determined based on the change in posture (tilt) of the mouse 40, a second parameter and a third parameter are determined based on the movement of the mouse 40, and sound data is generated and output based on these parameters. Therefore, the user can enjoy a game process in which various sounds are output by changing the posture and movement direction of the mouse 40.

[0033] Here, we will provide additional information regarding the changes in the posture of the mouse 40 assumed in this embodiment. In this embodiment, the changes in the posture of the mouse 40 are mainly assumed to be rotation around the x-axis in Fig. 2 (changes in pitch) or rotation around the y-axis in Fig. 2 (changes in roll). Of course, in other embodiments, the first parameter may be determined based on rotation around the z-axis in Fig. 2.

[0034] First Example Next, as a first example of the information processing, an example of the operation of the mouse 40 and sound output control will be described. In this example, a case will be described in which the mouse 40 is operated along a rod-shaped object, for example. More specifically, the rod-shaped object is assumed to be a substantially cylindrical object. In other words, the longitudinal surface of the rod-shaped object serves as the work surface of the mouse 40. An example of the rod-shaped object is the user's body, such as an arm. In this example, for example, as shown in FIG. 3 , the game is started with the mouse 40 oriented so that its longitudinal direction is perpendicular to the longitudinal direction of the rod-shaped object. Note that the state shown in FIG. 3 corresponds to the orientation shown in FIG. 4 when viewed along the x-axis of the coordinate system of the mouse 40. Then, sound is output by moving the mouse 40 along the rod-shaped object, and the first parameter related to the output sound is determined based on the orientation of the mouse 40. Here, as an example, a case will be described in which the first parameter is determined based on the angle of rotation around the x-axis, i.e., the degree to which the longitudinal direction (single-axis orientation) is tilted with respect to the ground (direction of gravity). In this example, the octave of the sound to be output is set as the first parameter. For example, assume that the mouse 40 is oriented as shown in FIG. 5 and outputs the note "Fa." In this case, by tilting the mouse 40 as shown in FIG. 6, the same note "Fa" is output one octave lower. Furthermore, by tilting the mouse 40 as shown in FIG. 7, the note "Fa" is output one octave higher. In other words, this is an example in which the octave changes depending on the tilt of the mouse 40.

[0035] In this example, the second parameter is determined based on the movement of the mouse 40 along the rod-shaped object. In this embodiment, the second parameter is, for example, a musical scale. For example, different musical scales may be output in response to 360-degree movement of the mouse 40. As an example, as shown in FIG. 8 , the inside of a virtual circular area may be divided and musical scales may be assigned. In this case, the initial position of the mouse 40 may be assumed to be the center of the circle, and the musical scale to be output may be determined based on the direction of movement from the center (the position relative to the center). Alternatively, the musical scale to be output may be determined based on the direction of movement from the current position of the mouse 40.

[0036] In this example, the third parameter is determined based on the movement speed of the mouse 40. The third parameter is, for example, volume. The faster the movement speed, the louder the volume of the output sound is set. In this example, once the movement of the mouse 40 is no longer detected, the volume is gradually attenuated. For example, if the mouse 40 is moved in the short direction of the rod-shaped object, the mouse sensor may not be able to immediately detect the reflected light due to the curved surface of the rod-shaped object. In this case, immediately stopping the sound output in response to the lack of detection of the reflected light may cause a sense of discomfort or reduce the enjoyment of the game. Therefore, in this example, rather than immediately stopping the sound output, the volume is gradually attenuated. The third parameter may not be the volume itself, but may be a parameter that increases or decreases the volume.

[0037] As described above, various sounds with different combinations of octaves, musical scales, and volumes can be output depending on the movement of the mouse 40 and the position at that time.

[0038] Note that the first, second, and third parameters are not limited to those described above, and may be, for example, vibrato, tone color, number of notes (the number of strings that produce notes on a violin or guitar), etc.

[0039] [Example of Data Used] Next, various data used in the game processing of this example will be described. Fig. 9 is a memory map showing an example of various data stored in the storage unit 22 of the information processing device 2. The storage unit 22 stores a game program 601, mouse operation data 602, sound data 606, etc.

[0040] The game program 601 is a program for executing the game processing according to this embodiment.

[0041] The mouse operation data 602 is data indicating the operation content performed on the mouse 40. The mouse operation data 602 includes mouse sensor data 603, attitude sensor data 604, and button data 605. The mouse sensor data 603 is data output from the mouse sensor of the mouse 40. The mouse sensor data 603 includes data indicating the amount and direction of movement of the mouse 40 on the work surface. The attitude sensor data 604 is data output from the attitude sensor. In this example, the attitude sensor data 604 includes acceleration data and angular velocity data about predetermined three axes. The button data 605 is data indicating the press state of each of the buttons on the mouse 40.

[0042] The sound data 606 is generated based on the various parameters described above.

[0043] [Flowchart Example] Next, an example of a flowchart of the game processing in this example will be described. Note that in this example, the flowchart shown below is realized by one or more processors reading and executing a program stored in one or more memories. Furthermore, this flowchart is merely an example of the processing process. Therefore, the processing order of each step may be changed as long as the same results are obtained. Furthermore, the values ​​of variables and thresholds used in the determination steps are merely examples, and other values ​​may be used as necessary.

[0044] Fig. 10 is a flowchart showing the details of the game processing. The processing loop of steps S1 to S7 in Fig. 10 is repeated multiple times per second depending on the frame rate.

[0045] First, in step S1 , the processor 21 acquires the mouse operation data 602 .

[0046] Next, in step S2, the processor 21 determines whether the mouse 40 is moving. For example, the processor 21 determines whether the mouse 40 is moving by determining whether the amount of movement of the mouse 40 included in the mouse sensor data 603 is 0. If the determination result indicates that the mouse is moving (YES in step S2), various parameters are set according to the posture and movement of the mouse 40 at that time. Specifically, in step S3, the processor 21 first calculates the change in posture of the mouse 40 over a predetermined unit time (e.g., one frame) based on the posture sensor data 604 included in the mouse operation data 602. In this example, the rotation angle around the x-axis in FIG. 2 is calculated based on the angular velocity data. Furthermore, the processor 21 calculates the rotation angle of the mouse 40 based on the calculated posture change and determines the first parameter (an octave in this example). The determination method may, for example, use a predetermined formula that converts the rotation angle into the first parameter. Alternatively, for example, the first parameter may be determined by referring to table data that predefines the correspondence between the rotation angle and the first parameter.

[0047] Next, in step S4, the processor 21 calculates the movement direction of the mouse 40 in a predetermined unit time based on the mouse sensor data 603. Furthermore, the processor 21 determines a second parameter (a musical scale in this example) based on the movement direction. The second parameter may also be determined by, for example, referring to table data that predefines the correspondence between the movement direction and the second parameter, or by calculation using a predetermined formula.

[0048] Next, in step S5, the processor 21 calculates the movement speed of the mouse 40 in a predetermined unit time based on the mouse sensor data 603. The movement speed may be calculated from the amount of movement included in the mouse sensor data 603, or may be calculated from the amount of movement. The processor 21 then determines a third parameter based on the movement speed. In this example, the third parameter is volume, and so the volume is determined so that, for example, the faster the movement speed, the louder the volume.

[0049] Next, in step S6, the processor 21 generates sound data 606 to be output based on the first and second parameters. In this example, the sound data 606 is generated having a scale determined based on the movement of the mouse 40 and an octave determined based on the tilt of the mouse 40. Furthermore, the processor 21 sets the volume at which the sound related to the sound data 606 is output based on the third parameter.

[0050] Next, in step S7, the processor 21 outputs a sound signal based on the sound data 606 to the sound output unit 31.

[0051] On the other hand, if the result of the determination in step S2 above is that the mouse is not moving (NO in step S2), then in step S9, the processor 21 determines whether or not there is any sound currently being output (sound being output based on the processing up to the previous frame). If there is any sound being output (YES in step S9), then in step S10, the processor 21 determines the third parameter so that the volume gradually decreases toward 0. Then, the process proceeds to step S7 above.

[0052] On the other hand, if no sound is being output (NO in step S9), the process proceeds to the next step S8.

[0053] Next, in step S8, processor 21 determines whether or not a predetermined game end condition has been satisfied. If the game end condition has not yet been satisfied (NO in step S8), the process returns to step S1 and the process is repeated. If the game end condition has been satisfied (YES in step S8), processor 21 ends the game process. This concludes the description of the example flowchart.

[0054] In this way, in the first embodiment, the first parameter (octave) and the second parameter (scale) are determined based on the movement and posture of the mouse 40, and sounds based on these are output. This provides the enjoyment of being able to produce a variety of sounds according to the change in posture and direction of movement of the mouse 40, for example, by moving the mouse 40 along the rod-like object described above.

[0055] Second Example Next, as a second example, an example of game processing will be described, which differs from the first example in that the moving direction of the mouse 40 is somewhat limited. This game provides an operation experience that mimics, for example, playing the violin.

[0056] In the second embodiment, the mouse 40 is moved in only one linear direction (two directions if considered a reciprocating motion). This is based on the movement of a violin bow. As an example, the linear direction is the y-axis direction of the mouse 40, i.e., the short-axis direction of a rod-shaped object. Therefore, in the second embodiment, for example, in the processing shown in the first embodiment, control is performed such that movement perpendicular to the linear direction is ignored.

[0057] In the second embodiment, when the mouse 40 is moved back and forth on a limited work surface, the output sound changes depending on the direction of movement. In other words, the second parameter is determined by the direction of reciprocating movement of the mouse 40. This makes it possible to control sounds that mimic, for example, the upbow and downbow sounds produced when playing a violin. While this example uses the example of violin bowing, for example, in a game in which a virtual guitar is played, the difference in the direction of reciprocating movement may be used to determine the order in which the strings of the virtual guitar are plucked.

[0058] In addition, in the second embodiment, when the mouse 40 is moved in the same direction for more than a certain distance, control is performed so that no further sound is output unless the direction of movement is changed. In other words, control is performed to reproduce the finite range of sound that can be produced, as with an actual violin bow. For example, this is performed by counting the distance moved by the mouse 40 in the same direction, and stopping sound output when that distance exceeds a predetermined value. Then, if a change in the direction of movement is detected thereafter, control is performed to resume the sound output stop.

[0059] Furthermore, in the second embodiment, it may be possible to perform operations using another controller in addition to the mouse 40. For example, imagine an operation in which the other controller is held in the left hand and the mouse 40 in the right hand, and the mouse 40 is moved along the left arm or the posture is changed. In such an operation, control may be performed so that the strings pressed on the virtual violin (i.e., the sound) change according to the button operation on the other controller or the angle of the other controller.

[0060] [Modifications] In the above embodiment, the mouse sensor detects mouse movement and outputs the direction and amount of movement, etc. In other embodiments, the mouse sensor may output only data related to reflected light from the work surface, and the information processing device 2 may output whether the mouse has moved, the direction and amount of movement, etc. based on that data. The same applies to the orientation sensor; either the information processing device 2 or the mouse 40 may calculate the actual orientation.

[0061] The shape of the mouse 40 in the above embodiment is merely an example. For example, the mouse 40 may be provided with a grip that allows the user to easily grasp and lift it. As an example, the mouse 40 may be used like a general game controller. In other words, a game controller having a mouse sensor is included in the scope of the mouse 40 of the present disclosure. The mouse 40 may also be attachable to and detachable from other devices.

[0062] In the above embodiment, sound adjustment may not be based on the second parameter and the third parameter. Alternatively, sound adjustment may be based on any one or two of the first parameter, the second parameter, and the third parameter. Alternatively, sound adjustment may be based on another parameter instead of or in addition to these parameters.

[0063] Furthermore, the first and second parameters may be controlled to adjust the sound individually, or the sound adjusted by the first parameter may be further adjusted by the second parameter. Of course, a similar control method may also be used for the third parameter.

[0064] Furthermore, although the above example shows the mouse 40 being moved along a rod-shaped object, the present invention is not limited to this, and the mouse 40 may be moved on a flat surface such as a desk or a wall as a work surface. In this case, a game process can be provided that provides an interest in finding an object with just the right angle to be used as a work surface for the mouse 40, for example.

[0065] The output sound may also be changed depending on the material of the work surface. For example, the difference in the reflective performance of the work surface may be output to the mouse sensor as data related to reflected light, and parameters related to the output sound may be determined based on that data.

[0066] The output sound may also be changed in response to the operation of the buttons on the mouse 40 or a stick (not shown) provided on the mouse 40. In addition, when a controller other than the mouse 40 is used at the same time, the output sound may be changed in response to the posture, movement, or operation of the other controller.

[0067] In the above embodiment, parameters related to the output sound are determined based on the posture, pitch, and movement speed of the mouse 40. However, instead of or in addition to these, parameters may be determined based on other states or movements of the mouse 40. As an example, parameters may be determined based on the amount of movement of the mouse 40. For example, the pitch may be set higher as the amount of mouse movement increases. As another example, parameters may be determined based on the rotation of the mouse 40 on the work surface. As another example, the output sound may be changed according to the acceleration detected by the acceleration sensor. For example, the higher the acceleration, the higher the pitch.

[0068] Furthermore, while the mouse 40 is moving, the first parameter may not be changed or changes in the first parameter may be suppressed even if the posture of the mouse 40 changes, thereby suppressing changes in the output sound caused by unintentional changes in the posture of the mouse 40 while it is moving.

[0069] In the above embodiment, the sound being output is attenuated when the mouse is not moving, but even when the mouse is moving, the sound that has been output previously may be attenuated while a new sound based on the movement is superimposed and output.

[0070] Additionally, in conjunction with the above-described processing, appropriate displays may be made on the display unit 30. For example, information (such as octave or scale) about the sound currently being output may be displayed on the display unit 30. Also, an image showing the target posture of the mouse 40 (or parameters related to the posture) and the current posture of the mouse 40 may be displayed. At this time, an evaluation may be made according to the degree of agreement between the target posture and the current posture. Also, a display about the pushing / pulling state of the mouse 40 or a push / pull instruction may be displayed.

[0071] The mouse 40 may also be equipped with a vibrator. In this case, the vibration mode may be changed depending on the sound to be output. For example, the strength or frequency of the vibration may be changed depending on each parameter. For example, the vibrator may be vibrated when the mouse 40 is moving on the work surface. In this case, even if sound is being output, the vibration may be stopped when the mouse 40 is not moving on the work surface. This makes it possible to express, for example, a state in which, when the bow of the virtual violin is released from the strings in the second embodiment, sound is being produced but the bow is not attached to the strings. In other words, stopping the vibration makes it possible to express a state in which the bow is not attached to the strings. The vibrator of the mouse 40 may also be the sound output unit 31.

[0072] In the above embodiment, the case where the above-described game processing is executed by a single information processing device 2 has been described. The information processing device 2 may include multiple storage devices and processors. The above-described game processing may be executed by sharing the processing among these devices. The information processing device may also be a server, and the above-described game processing may be executed in a distributed system consisting of multiple information processing devices including the server.

[0073] The game program, game processing method, and game system according to the present disclosure can provide novel game processing using a mouse.

[0074] 2 Information processing device 21 Processor 22 Storage unit 30 Display unit 31 Sound output unit 40 Mouse

Claims

1. A game program that causes a processor of an information processing apparatus to acquire first data output from a mouse and related to the posture of the mouse, acquire second data output from the mouse and related to the movement of the mouse on a work surface, determine a first parameter related to sound data based on the acquired first data, and output sound data determined based on the first parameter based on the acquired second data.

2. The game program according to claim 1, wherein the processor is caused to determine a second parameter related to the sound data, which is different from the first parameter, based on the acquired second data, and output the sound data based on the first parameter and the second parameter.

3. The game program according to claim 2, wherein the processor is caused to determine the second parameter based on the movement direction of the mouse determined based on the second data.

4. The game program according to claim 3, wherein the processor is caused to determine the second parameter based on whether the movement direction of the mouse determined based on the second data is a first direction or a second direction opposite to the first direction.

5. The game program according to any one of claims 2 to 4, wherein the processor is caused to determine a third parameter related to the sound data, which is different from the first parameter and the second parameter, based on the movement speed of the mouse determined based on the second data.

6. The game program according to any one of claims 1 to 5, wherein the processor stops the output of the sound data when a series of movement distances of the mouse in the same direction determined based on the second data is equal to or greater than a predetermined distance.

7. The game program according to any one of claims 1 to 6, wherein the processor is caused to detect based on the second data that the mouse is not moving on the work surface, and gradually decrease the volume of the output sound data from when it is detected that the mouse is not moving on the work surface.

8. A game processing method, comprising: causing a processor of an information processing apparatus to acquire first data regarding the posture of a mouse output from the mouse; causing the processor to acquire second data regarding the movement of the mouse on a work surface output from the mouse; causing the processor to determine a first parameter regarding sound data based on the acquired first data; and causing the processor to output sound data determined based on the first parameter based on the acquired second data.

9. A game system comprising a mouse having an optical sensor and a posture sensor, and a processor, wherein the mouse transmits first data regarding the posture of the mouse based on an output of the posture sensor, and transmits second data regarding the movement of the mouse on a work surface based on an output of the optical sensor, and the processor determines a first parameter regarding sound data based on the first data acquired from the mouse, and outputs sound data determined based on the first parameter based on the second data acquired from the mouse.

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