Ensemble Game System Synchronizing Audio via Preliminary Data Storage
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Solution Overview
Problem
Existing game systems face delays in outputting music due to communication time, affecting user operability and the ensemble experience when multiple users play together.
Innovation Solution
The game system introduces two play periods: a rehearsal period for data transmission and a play-for-real period where stored data is used to synchronize sounds, allowing immediate output of both the player's part and other players' parts without delay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If play information is transmitted to a mixing server for mixing before output, then ensemble gameplay is enabled with multiple users, but communication delay occurs causing delay in tune output
Solution Approach 1:
The system performs preliminary actions by having each game apparatus store play information from other apparatuses before the actual play. During playback, the stored play information is reproduced locally without requiring real-time communication, thus eliminating delay while maintaining ensemble capability
Solution Approach 2:
Each game apparatus creates a copy of the play information received from other apparatuses and stores it locally. This copy is then used for reproduction during play, allowing the system to avoid real-time communication delays while still coordinating multiple users' inputs
2Reliability
If real-time communication is used to synchronize multiple game apparatuses, then operation results can be reflected across devices, but the communication time delays the reflection of operation results
Solution Approach 1:
The system performs preliminary communication to exchange and store play information from all game apparatuses before the actual play begins. This preliminary action ensures all devices have the necessary data for synchronization, while subsequent playback occurs locally without communication delay, thus maintaining both reliability and responsiveness
3Measurement precision
If play data is transmitted after each play operation, then accurate play information is captured, but the transmission time reduces operability
Solution Approach 1:
The system captures play information with high precision during the play period and stores it locally before playback begins. This preliminary capture and storage ensures accurate play data is recorded, while the subsequent reproduction phase occurs without transmission delays, thus maintaining both measurement precision and ease of operation
Data Source
AI summary
An ensemble game system for executing an ensemble game comprises a plurality of game apparatuses 10a through 10c communicable to each other. Each of the game apparatuses 10a through 10c outputs a sound of an own part in accordance with a play operation by the player during a first play period, and also transmits play data (rehearsal data) for specifying a play result of the own part during the first play period to the other game apparatuses. Play data for specifying play results of the parts other than the own part is received from the other game apparatuses and stored on a storage device. During a second play period subsequent to the first play period, each of the game apparatuses 10a through 10c outputs the sounds of the other parts using the play data of the other parts stored on the storage device, while outputting a sound of the own part in accordance with a play operation by the player.


