WO2006093145A1 - 音声出力装置、音声出力方法、情報記録媒体、ならびに、プログラム - Google Patents
音声出力装置、音声出力方法、情報記録媒体、ならびに、プログラム Download PDFInfo
- Publication number
- WO2006093145A1 WO2006093145A1 PCT/JP2006/303746 JP2006303746W WO2006093145A1 WO 2006093145 A1 WO2006093145 A1 WO 2006093145A1 JP 2006303746 W JP2006303746 W JP 2006303746W WO 2006093145 A1 WO2006093145 A1 WO 2006093145A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- sound
- rate
- amplification factor
- change
- sounding
- Prior art date
Links
- 238000000034 method Methods 0.000 title claims description 28
- 230000003321 amplification Effects 0.000 claims abstract description 70
- 238000003199 nucleic acid amplification method Methods 0.000 claims abstract description 70
- 238000004364 calculation method Methods 0.000 claims description 49
- 230000006870 function Effects 0.000 claims description 11
- 238000004590 computer program Methods 0.000 claims 1
- 238000002156 mixing Methods 0.000 abstract description 5
- 230000010365 information processing Effects 0.000 description 12
- 239000013598 vector Substances 0.000 description 9
- 238000010586 diagram Methods 0.000 description 6
- 230000000694 effects Effects 0.000 description 5
- 238000004891 communication Methods 0.000 description 4
- 238000005516 engineering process Methods 0.000 description 4
- 238000004422 calculation algorithm Methods 0.000 description 3
- 230000007423 decrease Effects 0.000 description 2
- 230000002708 enhancing effect Effects 0.000 description 2
- 239000000463 material Substances 0.000 description 2
- 230000005236 sound signal Effects 0.000 description 2
- 241000283086 Equidae Species 0.000 description 1
- 238000012550 audit Methods 0.000 description 1
- 238000006243 chemical reaction Methods 0.000 description 1
- 230000002860 competitive effect Effects 0.000 description 1
- 239000002131 composite material Substances 0.000 description 1
- 238000005336 cracking Methods 0.000 description 1
- 230000003247 decreasing effect Effects 0.000 description 1
- 230000010354 integration Effects 0.000 description 1
- PWPJGUXAGUPAHP-UHFFFAOYSA-N lufenuron Chemical compound C1=C(Cl)C(OC(F)(F)C(C(F)(F)F)F)=CC(Cl)=C1NC(=O)NC(=O)C1=C(F)C=CC=C1F PWPJGUXAGUPAHP-UHFFFAOYSA-N 0.000 description 1
- PHEDXBVPIONUQT-RGYGYFBISA-N phorbol 13-acetate 12-myristate Chemical compound C([C@]1(O)C(=O)C(C)=C[C@H]1[C@@]1(O)[C@H](C)[C@H]2OC(=O)CCCCCCCCCCCCC)C(CO)=C[C@H]1[C@H]1[C@]2(OC(C)=O)C1(C)C PHEDXBVPIONUQT-RGYGYFBISA-N 0.000 description 1
- 238000005293 physical law Methods 0.000 description 1
- 238000009877 rendering Methods 0.000 description 1
- 230000000717 retained effect Effects 0.000 description 1
- 238000005070 sampling Methods 0.000 description 1
- 239000004576 sand Substances 0.000 description 1
- 239000004065 semiconductor Substances 0.000 description 1
- 230000002194 synthesizing effect Effects 0.000 description 1
- XLYOFNOQVPJJNP-UHFFFAOYSA-N water Substances O XLYOFNOQVPJJNP-UHFFFAOYSA-N 0.000 description 1
Classifications
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10K—SOUND-PRODUCING DEVICES; METHODS OR DEVICES FOR PROTECTING AGAINST, OR FOR DAMPING, NOISE OR OTHER ACOUSTIC WAVES IN GENERAL; ACOUSTICS NOT OTHERWISE PROVIDED FOR
- G10K15/00—Acoustics not otherwise provided for
- G10K15/04—Sound-producing devices
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10K—SOUND-PRODUCING DEVICES; METHODS OR DEVICES FOR PROTECTING AGAINST, OR FOR DAMPING, NOISE OR OTHER ACOUSTIC WAVES IN GENERAL; ACOUSTICS NOT OTHERWISE PROVIDED FOR
- G10K15/00—Acoustics not otherwise provided for
- G10K15/02—Synthesis of acoustic waves
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L13/00—Speech synthesis; Text to speech systems
- G10L13/02—Methods for producing synthetic speech; Speech synthesisers
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L19/00—Speech or audio signals analysis-synthesis techniques for redundancy reduction, e.g. in vocoders; Coding or decoding of speech or audio signals, using source filter models or psychoacoustic analysis
- G10L19/008—Multichannel audio signal coding or decoding using interchannel correlation to reduce redundancy, e.g. joint-stereo, intensity-coding or matrixing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
Definitions
- the present invention relates to an audio output device, an audio output method, and an audio output device suitable for output so as to enhance the sense of reality by clarifying the difference between the sounds of two sounding bodies moving in a virtual space.
- the present invention relates to a computer-readable information recording medium that records a program to be realized and the program.
- Patent Document 1 Japanese Patent No. 3455739
- Patent Document 1 states that in a horse racing game race, priorities are assigned to the legs of horses in the order of closeness of viewpoint position power, the priority is low !, and footstep sounds emitted from the legs are grouped together as a group. A technique for suppressing the number of pronunciations used for the composite output is disclosed.
- the technique for synthesizing and outputting the sound generated by the object moving in the virtual space is important from the viewpoint of allowing the user to perceive the state of the virtual space.
- the present invention has been made in order to solve the above-described problems, and is a sound output device suitable for outputting a sound so as to enhance the sense of reality by clarifying the difference in sound between the two sounding bodies. It is an object of the present invention to provide an output method, a computer-readable information recording medium on which a program for realizing the above is recorded, and the program.
- An audio output device includes a storage unit, a distance calculation unit, a change rate calculation unit, an amplification factor calculation unit, and a mixed output unit, and is configured as follows.
- the storage unit stores the sound information and the volume coefficient associated with each of the two sounding bodies moving in the virtual space.
- audio information is stored as a file such as PCM (Pulse Coded Modulation) format or MP3 (MPeg audit layer 3) format as a storage medium such as CD-ROM (Compact Disk Read Only Memory). Is remembered.
- PCM Pulse Coded Modulation
- MP3 MPeg audit layer 3
- the volume coefficient is a coefficient related to the degree of “power” of the voice information, and is associated with the amount of energy of voice output by the sound generator, the average volume of the voice information, and the like.
- the distance calculation unit calculates the distance between the predetermined attention point in the virtual space and each of the two sounding bodies.
- the predetermined attention point typically corresponds to a viewpoint position in the case of displaying the three-dimensional graphics in the virtual space. Since the loudness of the sound produced by the sound generator decreases as the distance increases, the distance between the point of interest and the sound generator is calculated to take into account the effect of this distance. In addition to the normal distance (the magnitude of the difference in position beta), the “distance” includes the square distance (the square of the magnitude of the position vector difference) and the Manhattan distance (each element of the position vector difference). (The sum of absolute values) may be adopted. [0013] Further, the rate of change calculation unit calculates a rate of change in which the volume of the sound produced by each of the two sounding bodies changes when the sound volume is separated by a distance calculated for the sounding body.
- the amplification factor calculation unit calculates an amplification factor larger than the change rate for the sound body associated with the larger one of the two volume factors, and out of the two volume factors. For the sound generator associated with the smaller one, an amplification factor smaller than the rate of change is calculated.
- the larger volume coefficient adopts a larger amplification factor than the calculated change rate, and the smaller volume coefficient uses the smaller change rate.
- the amplification factor is adopted.
- the mixed output unit outputs a sound obtained by amplifying and adding the sound information associated with each of the two sounding bodies with the amplification factor calculated for the sounding body.
- the sound information that can be heard at the point of interest is generated by amplifying each sound information at the amplification factor obtained for each sound source and adding the waveforms. .
- the mixed output unit is provided in the virtual space.
- the audio information associated with each of the two sounding bodies is amplified at the calculated change rate. If the predetermined condition is not satisfied, the audio information associated with each of the two sounding bodies is amplified by the amplification factor calculated for the sounding body and added. It is possible to configure so as to output the sound.
- a stereo sound output or 5.1-channel sound output indicates the direction in which the sound of a sounding body is generated
- the two sounding bodies that have been viewed with attention are placed in a virtual space. If the direction is far away, there may be no need to clarify the difference as described above. Therefore, in such a case, the two voice information is simply multiplied by the rate of change and then added.
- the relationship between the position of the two sounding bodies and the position of the attention point is, for example, whether the angle formed by the first sounding body attention point or the second sounding body is smaller than a certain angle, It is possible to adopt various conditions such as whether the distance between the second sounding body and the second sounding body is smaller than a certain length.
- the sound when there is little need to make the difference in the sound significant due to the positional relationship between the two sounding bodies, the sound is output without giving the effect of enhancing the contrast, and a natural impression is given. It is possible to provide an audio output device that is given to the user.
- the amplification factor calculation unit may determine which of the two volume coefficients is greater than the greater of the two volume coefficients, and which of the two volume coefficients is greater than Amplification rate for a sounding body associated with the sound volume is obtained by multiplying the rate of change by the ratio, and an amplification rate for the sounding material associated with the smaller of the two volume coefficients is represented by the ratio to the rate of change. It can be configured to be multiplied by the inverse of.
- the volume coefficient of one voice body is pi
- the rate of change is cl
- the gain is A1
- the volume coefficient of the other voice body is p2
- the rate of change is c2
- the gain is A2
- the present invention relates to a preferred embodiment of the above invention, and uses a volume coefficient.
- the amplification factor can be easily calculated.
- the amplification factor calculation unit has a larger one of the two volume coefficients by a predetermined power of a ratio of the larger one of the two volume coefficients to the smaller one.
- the amplification factor for the sound generator associated with the sound source is obtained by multiplying the change rate by a predetermined power of the ratio, and the amplification factor for the sound generator associated with the smaller one of the two volume coefficients
- the rate of change may be multiplied by the inverse of a predetermined power of the ratio.
- the predetermined power is R power (where R ⁇ 1)
- the present invention relates to a preferred embodiment of the above invention, and the amplification factor can be easily calculated by using the volume coefficient.
- the mixed output unit can be configured to use saturation addition for addition of the audio information.
- An audio output method uses a storage unit and includes a distance calculation step, a change rate calculation step, an amplification factor calculation step, and a mixed output step, and is configured as follows.
- the storage unit stores audio information and volume coefficient associated with each of the two sounding bodies moving in the virtual space.
- the distance calculation step the distance between a predetermined point of interest in the virtual space and each of the two sounding bodies is calculated.
- the rate of change calculation step the volume level of the sound produced by each of the two sounding bodies, the rate of change that changes as the sounding body is separated by the calculated distance is calculated. calculate.
- the amplification factor calculation step for the sound generator associated with the larger one of the two volume coefficients, an amplification factor larger than the rate of change is calculated, and one of the two volume coefficients is calculated. For the sound generator associated with the smaller one, an amplification factor smaller than the rate of change is calculated.
- the sound information associated with each of the two sounding bodies is amplified by the amplification factor calculated for the sounding body and added to output the sound.
- a program according to another aspect of the present invention is configured to cause a computer to function as the audio output device or to cause the computer to execute the audio output method.
- the program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, a flexible disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, and a semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information storage medium can be distributed and sold independently of the computer.
- an audio output device, an audio output method, and a computer that realize a sound output that enhances the sense of reality by clarifying the difference between the sounds of the two sounding bodies are realized by a computer.
- a computer-readable information recording medium in which a program to be recorded is recorded, and the program can be provided.
- FIG. 1 is an explanatory diagram showing a schematic configuration of a typical information processing device in which a sound output device according to one embodiment of the present invention is realized.
- FIG. 2 is a schematic diagram showing a schematic configuration of an audio output device according to one embodiment of the present invention.
- FIG. 3 is a flow chart showing the flow of control of audio output processing executed by the audio output device.
- FIG. 4 Explanatory diagram showing the positional relationship between the point of interest and two sounding bodies placed in the virtual space It is.
- Embodiments of the present invention will be described below.
- an embodiment in which the present invention is applied to a game device that performs three-dimensional graphics display and audio output will be described.
- various computers, PDAs (Personal Data Assistants), mobile phones The present invention can be similarly applied to such information processing apparatuses. That is, The embodiments described in the above are for explanation, and do not limit the scope of the present invention. Accordingly, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
- FIG. 1 is an explanatory diagram showing a schematic configuration of a typical information processing device in which the audio output device of the present invention is realized.
- FIG. 1 is an explanatory diagram showing a schematic configuration of a typical information processing device in which the audio output device of the present invention is realized.
- the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and an image processing unit 107.
- a DVD-ROM storing game programs and data is loaded into the DVD-ROM drive 108 and the information processing apparatus 100 is turned on, the program is executed, and the display device of this embodiment is realized. Is done.
- the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
- the CPU 101 uses an arithmetic logic unit (ALU) (not shown), an arithmetic operation such as addition / subtraction / division / division, logical sum, logical product, etc. for a storage area called a register (not shown) that can be accessed at high speed.
- ALU arithmetic logic unit
- Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
- the CPU 101 itself is configured and equipped with a coprocessor so that saturation operations such as addition, subtraction, multiplication, and division for multimedia processing and trigonometric functions can be performed at high speed. There is something to do.
- the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on. By executing this, the program recorded on the DVD-ROM is read to the RAM 103 and the CPU 101 Execution starts.
- the ROM 102 stores an operating system program and various types of data necessary for operation control of the entire information processing apparatus 100.
- the RAM 103 is for temporarily storing data and programs.
- the program and data from which the OM capability is also read, and other data necessary for game progress and chat communication are retained.
- the CPU 101 provides a variable area in the RAM 103 and performs an arithmetic operation by directly applying an ALU to the value stored in the variable, or stores the value stored in the RAM 103 in a register. Performs operations such as performing an operation on the register and writing the operation result back into the memory.
- the controller 105 connected via the interface 104 receives an operation input performed by a user when executing a game such as a racing game.
- the external memory 106 which is detachably connected via the interface 104, stores data indicating the playing status (such as past results) of the racing game, data indicating the progress of the game, and chat communication log (recording). ) Is stored in a rewritable manner. The user can appropriately record these data in the external memory 106 by inputting instructions via the controller 105.
- a DVD-ROM loaded in the DVD-ROM drive 108 stores a program for realizing a game and image data and sound data associated with the game.
- the DVD-ROM drive 108 Under the control of 01, the DVD-ROM drive 108 performs a reading process on the DVD-ROM loaded in the DVD-ROM drive 108, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
- the image processing unit 107 performs cache processing on data read from the DVD-ROM by an image arithmetic processor (not shown) included in the CPU 101 or the image processing unit 107, and then processes the processed data.
- the data is recorded in a frame memory (not shown) included in 107.
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 107.
- various image displays are possible.
- the image processor can perform two-dimensional image overlay operations, transparency operations such as alpha blending, and various saturation operations at high speed.
- Polygon information that is arranged in a virtual three-dimensional space and to which various texture information is added is rendered by the ⁇ buffer method, and polygons arranged in the virtual three-dimensional space from a predetermined viewpoint position are rendered. High-speed computation to obtain a rendering image viewed from a specific line of sight Execution is also possible.
- the CPU 101 and image processor can work together to draw a character string as a two-dimensional image in the frame memory or on the surface of each polygon according to the font information that defines the character shape. is there.
- the NIC 109 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used when configuring a LAN (Local Area Network).
- a computer communication network such as the Internet
- T modem analog modem for connecting to the Internet using a telephone line
- ISDN Integrated Services Digital Network
- ADSL Asymmetric Digital Subscriber Line
- cable TV line A cable modem or the like for connecting to the Internet
- an interface (not shown) for interfacing these with the CPU 101 are configured.
- the audio processing unit 110 converts the audio data that has also been read from the DVD-ROM power into an analog audio signal, and outputs the analog audio signal from a speaker (not shown) connected thereto.
- a speaker not shown
- sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
- the audio processing unit 110 converts the MIDI data into PCM data with reference to the sound source data included in the audio data. If the compressed audio data is in ADPCM format or Ogg Vorbis format, it is expanded and converted to PCM data.
- the PCM data can be output as audio by performing DZA (Digital / Analog) conversion at the timing corresponding to the sampling frequency and outputting it to the speaker.
- DZA Digital / Analog
- the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk, and has the same function as a DVD-ROM or the like mounted in the ROM 102, RAM 103, external memory 106, or DVD-ROM drive 108. It may be configured to fulfill
- FIG. 2 is a schematic diagram showing a schematic configuration of an audio output device according to one embodiment of the present invention.
- the audio output apparatus is realized on the information processing apparatus 100 described above. Hereinafter, description will be given with reference to this figure.
- the audio output device 201 includes a storage unit 202, a distance calculation unit 203, a change rate calculation unit 204, an amplification factor.
- a calculation unit 205 and a mixed output unit 206 are provided.
- the storage unit 202 stores audio information and a volume coefficient associated with each of two sounding bodies moving in the virtual space.
- the audio information is a file such as PCM format or MP3 format.
- the volume coefficient is a coefficient related to the degree of “power” of the sound information, and is associated with the amount of energy of sound output by the sounding body, the average sound volume of the sound information, and the like.
- the volume coefficient may be obtained in advance and stored in the storage unit 202, or the audio information may be scanned as necessary.
- the volume coefficient may be obtained in real time, and the result may be stored in the storage unit 202.
- a large-capacity external storage device such as a DVD-ROM, a CD-ROM, or a hard disk attached to the RAM 103 and the DVD-ROM drive 108 functions as the storage unit 202.
- the sound information of one sounding body is expressed as al (t), and the sound information of the other sounding body is expressed as a2 (t).
- the volume coefficient can be arbitrarily determined as described above. Assuming that the audio information is repeatedly played with time lengths T and T ', when the volume coefficient is the average volume,
- pl (1 / T) J T
- volume coefficient is an average amplitude
- the RAM 103 has an area for storing various sound parameters and various state parameters such as the position and speed of two sounding bodies and a point of interest (viewpoint for observing the virtual space) in the virtual space.
- the virtual space is appropriately moved based on the input of the instruction and a predetermined algorithm.
- FIG. 3 is a flowchart showing the flow of control of audio output processing executed by the audio output device.
- description will be given with reference to this figure.
- step S301 various state parameters such as a point of interest and positions of two sounding bodies are initialized (step S301).
- the initialization is equivalent to initialization before the start of game play.
- Each initial value may be a value stored in the DVD-ROM or the external memory 106, or may be a random number. It may be determined.
- step S302 0 is set in an area for storing the amplification factors A1 and A2 prepared in the RAM 103 (step S302).
- the mixed output unit 206 stores the audio information al (t) in A1 with reference to the amplification factors Al and A2 stored in the RAM 103 in the audio processing unit 110 of the information processing apparatus 100.
- the voice information a2 (t) is amplified with the value stored in A2, mixed and output as voice (step S303). Audio amplification, mixing (mixing), and output by the audio processing unit 110 are performed in parallel with the subsequent processing.
- the CPU 101 functions as the mixed output unit 206 in cooperation with the RAM 103 and the audio processing unit 110.
- a saturation operation may be used as appropriate for the multiplication for a1 (a) amplification by a1 and the multiplication for a2 (t) amplification by A2 and the addition for mixing these results. If saturation calculation is used, an effect such as sound cracking when a loud sound is generated near the microphone can be obtained.
- the state parameters after a predetermined minute time are determined from various state parameters such as the current attention point and the positions of the two sounding bodies. (Step S304), and the state parameters stored in the RAM 103 are updated with the calculated new values (step S305).
- a state predetermined minute time For example, by adopting the vertical synchronization interrupt interval on the monitor screen, image blurring and flickering due to display differences can be suppressed.
- the state parameters are calculated according to the physical laws set in the virtual space.
- the instruction input given by the player using the controller 105 or the CPU 101 is based on a predetermined algorithm. It shall be updated based on the instruction input generated. For example, a technique similar to the technique for determining the action of a player character or a non-player character in a racing game or a horse racing game can be employed.
- FIG. 4 is an explanatory diagram showing the positional relationship between a point of interest and two sounding bodies arranged in the virtual space at time t updated in this way.
- description will be given with reference to this figure.
- the position vector of the point of interest 405 is s (t)
- the position vector of the sounding body 411 associated with the volume coefficient pi is rl (t)
- the volume coefficient Let r2 (t) be the position vector of the sound generator 412 associated with p2.
- u'v means the inner product of vector u and vector V.
- the Manhattan distance can be obtained as a sum of absolute values of elements in the axial directions of x, y, and z of vectors rl (t) -s (t), etc. it can.
- the distance calculation unit 203 calculates the distance between the predetermined attention point 405 in the virtual space 401 and each of the sounding body 411 and the sounding body 412. (Step S306).
- the CPU 101 functions as the distance calculation unit 203 in cooperation with the RAM 103 and the like. These distances dl and d2 are also temporarily stored in the RAM 103.
- the rate-of-change calculation unit 204 changes the rate of change cl, c2 when the volume of the sound produced by each of the sounding body 411 and the sounding body 412 is away from the point of interest 405 by distances dl and d2, respectively. Is calculated (step S307).
- the function is typically a monotonically decreasing function, the closer it is (distance force, the smaller it is) and the farther it is (the greater the distance, the smaller it) .
- Ks K-J X s (0 ⁇ s ⁇ K / J);
- the rate of change is obtained. If the amplitude of the wave based on the sound information of the sounding body is simply multiplied by this change rate, the sound emitted by the sounding body in the normal virtual space 401 can be simulated.
- the angle ⁇ or cos ⁇ at which the sounding body 411 and the sounding body 412 are viewed from the point of interest 405 is further calculated (step S308).
- the CPU 101 determines whether or not the calculated angle ⁇ is smaller than the predetermined angle ⁇ (step S309).
- the amplification factor calculation unit 205 corresponds to the larger pi of the two volume coefficients.
- Amplification rate A1 larger than the rate of change cl for the sounding body 411 attached and an amplification rate A2 smaller than the rate of change c2 for the sounding material 412 associated with the smaller volume p2 of the two volume coefficients.
- the calculation result is stored and updated in the above-mentioned area in the RAM 103 (step S310).
- the mixed output unit 206 amplifies the audio information al (t) and a2 (5) associated with each of the sounding body 411 and the sounding body 412 with the calculated amplification factors Al and A2. Therefore, the difference between the sounds produced by the sound generators 411 and 412 can be made more prominent based on the volume coefficients pi and p2 assigned to them, and the contrast can be clarified. The user is able to understand the characteristics of the sounding body 411 and the sounding body 412 more clearly.
- step S309 when it is determined that the angle ⁇ is equal to or greater than the predetermined angle ⁇ (step S309; No), the change rate cl is adopted as the amplification factor A1, and the change rate c2 is adopted as the amplification factor A2.
- the RAM 103 is updated (step S311), and the process proceeds to step S312. This corresponds to the case where the sounding body 411 and the sounding body 412 are sufficiently separated from each other and it is not necessary to clarify the contrast between them.
- sounding body 411 and sounding body 412 viewed from the point of interest 405 are arranged in the virtual space 401. If the direction is far away, it may not be necessary to clarify such differences.
- step S310 is always performed. It is also possible that the process is done!
- the audio information al (t) and a2 (t) to be mixed are set, and the amplification factors Al and A2 to be changed at a desired time are set. In some cases, it is intended to directly indicate. In such a case, instead of the process of storing and updating in the RAM 103, an instruction for designating the amplification factors Al and A2 may be issued to the hardware of the audio processing unit 110.
- step S312 A three-dimensional graphics image is generated (step S312) and waits until a vertical synchronization interrupt occurs (step S313). When the vertical synchronization interrupt occurs, the generated graphics image is transferred to the frame memory (step S314). ), Return to step S304.
- the difference between the sounds produced by the two sounding bodies can be made more prominent based on the volume coefficient assigned to them, and the contrast can be clarified.
- the user of the audio output device will be able to understand the characteristics of the two sounding bodies more clearly.
- the amplification factor Ai (3 ⁇ n) is determined so as to satisfy the following various relationships: There can be a method.
- a sound output device, a sound output method, and a sound output method suitable for outputting the sound by clarifying the difference between the sounds of the two sounding bodies and enhancing the sense of reality A computer-readable information recording medium that records a program that realizes these on a computer, and the program can be provided to realize various competitive games on a game device, as well as educational purposes, etc. It can be applied to virtual reality technology that provides various virtual experiences.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- Health & Medical Sciences (AREA)
- Audiology, Speech & Language Pathology (AREA)
- General Health & Medical Sciences (AREA)
- Computational Linguistics (AREA)
- Human Computer Interaction (AREA)
- Mathematical Physics (AREA)
- Signal Processing (AREA)
- Stereophonic System (AREA)
- Processing Or Creating Images (AREA)
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/817,131 US20090023498A1 (en) | 2005-03-04 | 2006-02-28 | Voice output device, voice output method, information recording medium and program |
EP06714876A EP1854516A4 (en) | 2005-03-04 | 2006-02-28 | VOICE OUTPUT DEVICE, VOICE OUTPUT PROCEDURE, INFORMATION RECORDING MEDIUM AND PROGRAM |
CN2006800070243A CN101132838B (zh) | 2005-03-04 | 2006-02-28 | 声音输出装置及其声音输出方法 |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2005-060312 | 2005-03-04 | ||
JP2005060312A JP3863165B2 (ja) | 2005-03-04 | 2005-03-04 | 音声出力装置、音声出力方法、ならびに、プログラム |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2006093145A1 true WO2006093145A1 (ja) | 2006-09-08 |
Family
ID=36941174
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2006/303746 WO2006093145A1 (ja) | 2005-03-04 | 2006-02-28 | 音声出力装置、音声出力方法、情報記録媒体、ならびに、プログラム |
Country Status (7)
Country | Link |
---|---|
US (1) | US20090023498A1 (ja) |
EP (1) | EP1854516A4 (ja) |
JP (1) | JP3863165B2 (ja) |
KR (1) | KR100903500B1 (ja) |
CN (1) | CN101132838B (ja) |
TW (1) | TWI305705B (ja) |
WO (1) | WO2006093145A1 (ja) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP2075041A1 (en) * | 2006-10-18 | 2009-07-01 | Konami Digital Entertainment Co., Ltd. | Game device, message display method, information recording medium and program |
Families Citing this family (12)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DK1607840T3 (da) | 2004-06-18 | 2015-02-16 | Tobii Technology Ab | Øjenstyring af et computerapparat |
JP4561766B2 (ja) * | 2007-04-06 | 2010-10-13 | 株式会社デンソー | 音データ検索支援装置、音データ再生装置、プログラム |
CN102186544B (zh) * | 2008-01-17 | 2014-05-14 | 维沃克斯公司 | 用于在采用每个具象的渲染环境的虚拟现实系统中提供实时的每个具象的流数据的可扩展技术 |
TWI563850B (en) * | 2012-09-07 | 2016-12-21 | Hon Hai Prec Ind Co Ltd | Spot detection system and method |
US11714487B2 (en) | 2013-03-04 | 2023-08-01 | Tobii Ab | Gaze and smooth pursuit based continuous foveal adjustment |
US10895908B2 (en) | 2013-03-04 | 2021-01-19 | Tobii Ab | Targeting saccade landing prediction using visual history |
US9898081B2 (en) | 2013-03-04 | 2018-02-20 | Tobii Ab | Gaze and saccade based graphical manipulation |
US9143880B2 (en) | 2013-08-23 | 2015-09-22 | Tobii Ab | Systems and methods for providing audio to a user based on gaze input |
US10430150B2 (en) | 2013-08-23 | 2019-10-01 | Tobii Ab | Systems and methods for changing behavior of computer program elements based on gaze input |
CN104715753B (zh) * | 2013-12-12 | 2018-08-31 | 联想(北京)有限公司 | 一种数据处理的方法及电子设备 |
US9952883B2 (en) | 2014-08-05 | 2018-04-24 | Tobii Ab | Dynamic determination of hardware |
WO2017098772A1 (ja) * | 2015-12-11 | 2017-06-15 | ソニー株式会社 | 情報処理装置、情報処理方法、およびプログラム |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2003190624A (ja) * | 2001-12-26 | 2003-07-08 | Konami Co Ltd | ゲーム装置、及びプログラム |
JP2005046270A (ja) | 2003-07-31 | 2005-02-24 | Konami Computer Entertainment Yokyo Inc | ゲーム装置、コンピュータの制御方法及びプログラム |
Family Cites Families (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2684833B2 (ja) * | 1990-09-11 | 1997-12-03 | ヤマハ株式会社 | 楽音信号発生装置 |
US5633993A (en) * | 1993-02-10 | 1997-05-27 | The Walt Disney Company | Method and apparatus for providing a virtual world sound system |
JP3377272B2 (ja) * | 1993-12-22 | 2003-02-17 | 株式会社ナムコ | マルチプレーヤ型ゲーム装置 |
JPH1073525A (ja) * | 1996-08-30 | 1998-03-17 | Shimadzu Corp | 比重測定装置 |
EP0961523B1 (en) * | 1998-05-27 | 2010-08-25 | Sony France S.A. | Music spatialisation system and method |
JP2000267675A (ja) * | 1999-03-16 | 2000-09-29 | Sega Enterp Ltd | 音響信号処理装置 |
JP4226238B2 (ja) * | 2001-09-18 | 2009-02-18 | 日本放送協会 | 音場再現装置 |
JP2004267433A (ja) | 2003-03-07 | 2004-09-30 | Namco Ltd | 音声チャット機能を提供する情報処理装置、サーバおよびプログラム並びに記録媒体 |
GB2414369B (en) * | 2004-05-21 | 2007-08-01 | Hewlett Packard Development Co | Processing audio data |
US7928311B2 (en) * | 2004-12-01 | 2011-04-19 | Creative Technology Ltd | System and method for forming and rendering 3D MIDI messages |
-
2005
- 2005-03-04 JP JP2005060312A patent/JP3863165B2/ja not_active Expired - Fee Related
-
2006
- 2006-02-28 CN CN2006800070243A patent/CN101132838B/zh not_active Expired - Fee Related
- 2006-02-28 KR KR1020077019284A patent/KR100903500B1/ko not_active IP Right Cessation
- 2006-02-28 US US11/817,131 patent/US20090023498A1/en not_active Abandoned
- 2006-02-28 WO PCT/JP2006/303746 patent/WO2006093145A1/ja active Application Filing
- 2006-02-28 EP EP06714876A patent/EP1854516A4/en not_active Withdrawn
- 2006-03-03 TW TW095107145A patent/TWI305705B/zh not_active IP Right Cessation
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2003190624A (ja) * | 2001-12-26 | 2003-07-08 | Konami Co Ltd | ゲーム装置、及びプログラム |
JP2005046270A (ja) | 2003-07-31 | 2005-02-24 | Konami Computer Entertainment Yokyo Inc | ゲーム装置、コンピュータの制御方法及びプログラム |
Non-Patent Citations (2)
Title |
---|
See also references of EP1854516A4 |
vol. 1ST EDIT, IMPRESS CORP., article GOES DE J. ET AL: "DirectX 3d Game Programming Nyumon", XP003000794 * |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP2075041A1 (en) * | 2006-10-18 | 2009-07-01 | Konami Digital Entertainment Co., Ltd. | Game device, message display method, information recording medium and program |
EP2075041A4 (en) * | 2006-10-18 | 2009-09-23 | Konami Digital Entertainment | GAME DEVICE, MESSAGE DISPLAY METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM |
US8137191B2 (en) | 2006-10-18 | 2012-03-20 | Konami Digital Entertainment Co., Ltd. | Game device, message display method, information recording medium and program |
Also Published As
Publication number | Publication date |
---|---|
US20090023498A1 (en) | 2009-01-22 |
KR100903500B1 (ko) | 2009-06-18 |
JP2006239211A (ja) | 2006-09-14 |
TW200701824A (en) | 2007-01-01 |
EP1854516A1 (en) | 2007-11-14 |
EP1854516A4 (en) | 2008-05-21 |
JP3863165B2 (ja) | 2006-12-27 |
CN101132838A (zh) | 2008-02-27 |
CN101132838B (zh) | 2010-09-08 |
TWI305705B (en) | 2009-01-21 |
KR20070104625A (ko) | 2007-10-26 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
WO2006093145A1 (ja) | 音声出力装置、音声出力方法、情報記録媒体、ならびに、プログラム | |
KR100995735B1 (ko) | 음성처리장치, 음성처리방법 및 프로그램을 기억하는 컴퓨터 판독 가능한 정보기록매체 | |
WO2007105689A1 (ja) | ゲーム音出力装置、ゲーム音制御方法、情報記録媒体、および、プログラム | |
US7330769B2 (en) | Parameterized interactive control of multiple wave table sound generation for video games and other applications | |
WO2007145209A1 (ja) | ゲーム音出力装置、ゲーム音制御方法、情報記録媒体、および、プログラム | |
TWI322631B (en) | Audio processing device, audio processing method, and information recording medium | |
WO2007122951A1 (ja) | 画像生成装置、画像生成方法、情報記録媒体、ならびに、プログラム | |
JP4584203B2 (ja) | 音声シミュレーション装置、音声シミュレーション方法、ならびに、プログラム | |
EP1795240B1 (en) | Game machine, game machine control method, information recording medium, and program | |
WO2010084830A1 (ja) | 音声処理装置、チャットシステム、音声処理方法、情報記憶媒体、ならびに、プログラム | |
JP4437993B2 (ja) | 音声処理装置、音声処理方法、ならびに、プログラム | |
JP5357805B2 (ja) | 音声処理装置、音声処理方法、ならびに、プログラム | |
JP2008241772A (ja) | 音声画像処理装置、音声画像処理方法、ならびに、プログラム | |
JP2007166157A (ja) | プログラム、情報記憶媒体、及びデータ再生システム | |
JP2011024648A (ja) | ゲーム装置、ゲーム制御方法、ならびに、プログラム | |
JP2012249031A (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
WWE | Wipo information: entry into national phase |
Ref document number: 200680007024.3 Country of ref document: CN |
|
121 | Ep: the epo has been informed by wipo that ep was designated in this application | ||
WWE | Wipo information: entry into national phase |
Ref document number: 2006714876 Country of ref document: EP |
|
WWE | Wipo information: entry into national phase |
Ref document number: 1020077019284 Country of ref document: KR |
|
WWE | Wipo information: entry into national phase |
Ref document number: 11817131 Country of ref document: US |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
NENP | Non-entry into the national phase |
Ref country code: RU |
|
WWP | Wipo information: published in national office |
Ref document number: 2006714876 Country of ref document: EP |