Game Sound Attenuation via Map Unit Path Counting
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Solution Overview
Problem
Existing methods struggle to accurately calculate sound volume attenuation based on distance when sound travels around obstacles, such as walls, in virtual game environments.
Innovation Solution
A game device with a virtual space generating unit, storage unit, route searching unit, counting unit, and sound processing unit calculates the shortest route and attenuates sound volume based on the number of map units between the sound source and listener, even when the sound path is obstructed.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the shortest route is searched to calculate sound attenuation distance, then the accuracy of sound volume attenuation is improved, but the calculation complexity increases
Solution Approach 1:
The virtual game space is divided into discrete map units (grids), and the route searching process is segmented into counting the number of map units along the shortest path. This segmentation transforms a complex continuous distance calculation into a simpler discrete counting problem, maintaining accuracy while reducing computational complexity.
Solution Approach 2:
The problem is solved by transitioning from direct Euclidean distance calculation to a graph-based pathfinding approach in a discretized grid space. By representing the game space as a network of map units with connectivity relationships, the shortest route can be efficiently determined using graph algorithms, balancing accuracy with computational feasibility.
2Ease of manufacture
If the number of map units is counted to determine distance, then the calculation simplicity is improved, but the measurement precision may be reduced
Solution Approach 1:
The continuous game space is segmented into discrete map units of uniform size. By counting the number of these standardized units along the shortest route, the system achieves a balance between calculation simplicity and measurement precision. The discrete segmentation enables easy counting while maintaining adequate distance resolution for sound attenuation purposes.
Solution Approach 2:
The distance parameter is transformed from a continuous Euclidean distance to a discrete count of map units. This parameter change simplifies the calculation process while the small size of individual map units ensures that the discrete measurement remains sufficiently precise for audio attenuation calculations in the game environment.
Data Source
AI summary
A distance measuring unit 331 measures a distance of a path of sound based on the number of map units between the map unit where a sound source is located and the map unit where a player character is located. An effect unit 332 attenuates the volume of a game sound based on the distance calculated by the distance measuring unit 331. Thereby, it is possible to attenuate the volume level of the sound effect depending on the distance where the sound is transmitted, even if the sound comes around an object obstructing sound.


