Dynamic Sound Control for Game Apparatus

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Solution Overview

Problem

Existing game technologies lack the ability to generate realistic sound effects for objects moving in a game space, as they rely on constant time durations between shooting and bullet hitting sounds, which are not applicable to various sound effects beyond shooting games.

Innovation Solution

A game apparatus and program that utilize two speakers, one in the input device and one outside, to generate sound effects based on object movement and position, allowing for realistic sound representation by varying the source of the sound depending on the movement start and positional conditions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a constant time duration is used between shooting sound and bullet hitting sound, then the processing is simple and reliable, but the sound effects cannot represent various game scenarios realistically

Engineering Contradiction:
Improvesound effect adaptabilityVSAvoidsound control complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic sound control by switching between constant time duration mode and variable time duration mode based on game conditions. The system dynamically adjusts the time duration between shooting sound and bullet hitting sound according to object movement states, transforming a static sound control system into a dynamic one that adapts to different game scenarios.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the time duration parameter of sound effects based on object movement conditions. When an object moves during the interval between shooting and bullet hitting, the system adjusts the bullet hitting sound time duration to reflect the movement, thereby creating realistic sound effects that match the visual gameplay.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If sound effects are generated based on object movement conditions, then the game realism is improved, but the processing complexity increases

Engineering Contradiction:
Improvesound effect realismVSAvoidprocessing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the sound control process into distinct phases: shooting sound generation, object movement detection, and conditional bullet hitting sound generation. By dividing the processing into separate functional modules, the system manages complexity while maintaining realistic sound effects that respond to object movement.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements feedback by continuously monitoring object movement conditions and using this information to adjust sound effect timing. The movement state of objects provides feedback that triggers appropriate sound effect modifications, creating a closed-loop system that enhances realism while managing processing complexity through condition-based responses.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS8147330B2Game apparatus and storage medium having game program stored thereon
Publication Date: 2012.04.03 NINTENDO CO LTD
  • US8147330B2 patent drawing
  • US8147330B2 patent drawing
  • US8147330B2 patent drawing

AI summary

A game apparatus determines whether or not a predetermined first condition is fulfilled. When the first condition is fulfilled, the game apparatus causes the second speaker to generate a sound and moves an object in a virtual game space. When a predetermined second condition regarding a position of the object is fulfilled as a result of the object being moved by the moving control means, the game apparatus causes the first speaker to generate a sound. The game apparatus causes a display device to display the game space.