IP Library Granted Patent US 12708848
Granted Patent B2
US 12708848 · App. 18/784,361 · Granted Aug 18, 2026

One or more computer-readable non-transitory storage media having stored therein game program, game system, game processing method, and game apparatus

Inventors: Yoshito Sekigawa (Kyoto, JP); Kaoru Kita (Kyoto, JP)
Assignee: Nintendo Co., Ltd.
A63F13/54A63F13/52A63F13/55H04S1/007H04S7/303H04S2400/11
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 12708848
App. No.
18/784,361
Granted
Aug 18, 2026
Kind
B2
Abstract

A predetermined character is controlled in a virtual space; in a first scene, a first BGM sound based on a stereo sound source for BGM is outputted in stereo; and in a second scene where the predetermined character is positioned on a far side in the virtual space, a second BGM sound according to a sound in which, on the basis of the stereo sound source for BGM, a stereo component is decreased and a monaural component is increased with respect to a sound of the stereo sound source, is outputted in stereo.

Claims (108)

1 . One or more computer-readable non-transitory storage media having stored therein a game program, the game program causing at least one processor of an information processing apparatus to:

control a predetermined character in a virtual space;

in a first scene, output in stereo a first BGM sound based on a stereo sound source for BGM; and

in a second scene where the predetermined character is positioned on a far side in the virtual space, output in stereo a second BGM sound according to a sound in which, on the basis of the stereo sound source for BGM, a stereo component is decreased and a monaural component is increased with respect to a sound of the stereo sound source.

2 . The one or more computer-readable non-transitory storage media having stored therein the game program according to claim 1 , wherein

the first scene is a scene where the predetermined character is in a first range on a near side in the virtual space,

the second scene is a scene where the predetermined character is in a second range on the far side in the virtual space, and

the game program further causes the processor to

move the predetermined character to the second range if a first condition has been satisfied in the first scene.

3 . The one or more computer-readable non-transitory storage media having stored therein the game program according to claim 2 , wherein

the game program further causes the processor to

move the predetermined character to the first range if a second condition has been satisfied in the second scene.

4 . The one or more computer-readable non-transitory storage media having stored therein the game program according to claim 1 , wherein

the game program causes the processor to

determine, in the second scene, on the basis of a depth value of the predetermined character, a degree by which the stereo component is decreased and the monaural component is increased with respect to the sound of the stereo sound source.

5 . The one or more computer-readable non-transitory storage media having stored therein the game program according to claim 1 , wherein

the game program causes the processor to

in the second scene,

generate the second BGM sound by using: a sound obtained by combining, at a first proportion, a first sound of the stereo sound source for BGM with a second sound of the stereo sound source for BGM; and a sound obtained by combining, at the first proportion, the second sound with the first sound, and output the second BGM sound in stereo.

6 . The one or more computer-readable non-transitory storage media having stored therein the game program according to claim 5 , wherein

the game program further causes the processor to

in the second scene,

generate the second BGM sound by reducing, at an attenuation rate calculated on the basis of the first proportion, a volume of each of: a sound obtained by adding, at the first proportion, the first sound of the stereo sound source for BGM to the second sound;

and a sound obtained by adding, at the first proportion, the second sound to the first sound.

7 . The one or more computer-readable non-transitory storage media having stored therein the game program according to claim 1 , wherein

the predetermined character is a player character, and

the game program causes the processor to control movement of the player character on the basis of an operation input.

8 . A game system comprising at least one processor,

the processor being configured to:

control a predetermined character in a virtual space;

in a first scene, output in stereo a first BGM sound based on a stereo sound source for BGM; and

in a second scene where the predetermined character is positioned on a far side in the virtual space, output in stereo a second BGM sound according to a sound in which, on the basis of the stereo sound source for BGM, a stereo component is decreased and a monaural component is increased with respect to a sound of the stereo sound source.

9 . The game system according to claim 8 , wherein

the first scene is a scene where the predetermined character is in a first range on a near side in the virtual space,

the second scene is a scene where the predetermined character is in a second range on the far side in the virtual space, and

the processor further

moves the predetermined character to the second range if a first condition has been satisfied in the first scene.

10 . The game system according to claim 9 , wherein

the processor further

moves the predetermined character to the first range if a second condition has been satisfied in the second scene.

11 . The game system according to claim 8 , wherein

the processor

determines, in the second scene, on the basis of a depth value of the predetermined character, a degree by which the stereo component is decreased and the monaural component is increased with respect to the sound of the stereo sound source.

12 . The game system according to claim 8 , wherein

the processor

in the second scene,

generates the second BGM sound by using: a sound obtained by combining, at a first proportion, a first sound of the stereo sound source for BGM with a second sound of the stereo sound source for BGM; and a sound obtained by combining, at the first proportion, the second sound with the first sound, and outputs the second BGM sound in stereo.

13 . The game system according to claim 12 , wherein

the processor further

in the second scene,

generates the second BGM sound by reducing, at an attenuation rate calculated on the basis of the first proportion, a volume of each of: a sound obtained by adding, at the first proportion, the first sound of the stereo sound source for BGM to the second sound; and a sound obtained by adding, at the first proportion, the second sound to the first sound.

14 . The game system according to claim 8 , wherein

the predetermined character is a player character, and

the processor controls movement of the player character on the basis of an operation input.

15 . A computer-implemented method for causing at least one processor of an information processing apparatus to:

control a predetermined character in a virtual space;

in a first scene, output in stereo a first BGM sound based on a stereo sound source for BGM; and

in a second scene where the predetermined character is positioned on a far side in the virtual space, output in stereo a second BGM sound according to a sound in which, on the basis of the stereo sound source for BGM, a stereo component is decreased and a monaural component is increased with respect to a sound of the stereo sound source.

16 . The computer-implemented method according to claim 15 , wherein

the first scene is a scene where the predetermined character is in a first range on a near side in the virtual space,

the second scene is a scene where the predetermined character is in a second range on the far side in the virtual space, and

the computer-implemented method further causes the processor to

move the predetermined character to the second range if a first condition has been satisfied in the first scene.

17 . The computer-implemented method according to claim 16 , wherein

the computer-implemented method further causes the processor to

move the predetermined character to the first range if a second condition has been satisfied in the second scene.

18 . The computer-implemented method according to claim 15 , wherein

the computer-implemented method causes

the processor to

determine, in the second scene, on the basis of a depth value of the predetermined character, a degree by which the stereo component is decreased and the monaural component is increased with respect to the sound of the stereo sound source.

19 . The computer-implemented method according to claim 15 , wherein

the computer-implemented method causes the processor to

in the second scene,

generate the second BGM sound by using: a sound obtained by combining, at a first proportion, a first sound of the stereo sound source for BGM with a second sound of the stereo sound source for BGM; and a sound obtained by combining, at the first proportion, the second sound with the first sound, and output the second BGM sound in stereo.

20 . The computer-implemented method according to claim 19 , wherein

the computer-implemented method further causes the processor to

in the second scene,

generate the second BGM sound by reducing, at an attenuation rate calculated on the basis of the first proportion, a volume of each of: a sound obtained by adding, at the first proportion, the first sound of the stereo sound source for BGM to the second sound; and a sound obtained by adding, at the first proportion, the second sound to the first sound.

21 . The computer-implemented method according to claim 15 , wherein

the predetermined character is a player character, and

the computer-implemented method causes the processor to control movement of the player character on the basis of an operation input.

22 . A game apparatus comprising at least one processor,

the processor being configured to:

control a predetermined character in a virtual space;

in a first scene, output in stereo a first BGM sound based on a stereo sound source for BGM; and

in a second scene where the predetermined character is positioned on a far side in the virtual space, output in stereo a second BGM sound according to a sound in which, on the basis of the stereo sound source for BGM, a stereo component is decreased and a monaural component is increased with respect to a sound of the stereo sound source.

23 . The game apparatus according to claim 22 , wherein

the first scene is a scene where the predetermined character is in a first range on a near side in the virtual space,

the second scene is a scene where the predetermined character is in a second range on the far side in the virtual space, and

the processor further

moves the predetermined character to the second range if a first condition has been satisfied in the first scene.

24 . The game apparatus according to claim 23 , wherein

the processor further

moves the predetermined character to the first range if a second condition has been satisfied in the second scene.

25 . The game apparatus according to claim 22 , wherein

the processor

determines, in the second scene, on the basis of a depth value of the predetermined character, a degree by which the stereo component is decreased and the monaural component is increased with respect to the sound of the stereo sound source.

26 . The game apparatus according to claim 22 , wherein

the processor

in the second scene,

generates the second BGM sound by using: a sound obtained by combining, at a first proportion, a first sound of the stereo sound source for BGM with a second sound of the stereo sound source for BGM; and a sound obtained by combining, at the first proportion, the second sound with the first sound, and outputs the second BGM sound in stereo.

27 . The game apparatus according to claim 26 , wherein

the processor further

in the second scene,

generates the second BGM sound by reducing, at an attenuation rate calculated on the basis of the first proportion, a volume of each of: a sound obtained by adding, at the first proportion, the first sound of the stereo sound source for BGM to the second sound; and a sound obtained by adding, at the first proportion, the second sound to the first sound.

28 . The game apparatus according to claim 22 , wherein

the predetermined character is a player character, and

the processor controls movement of the player character on the basis of an operation input.