IP Library Granted Patent US 8,221,237
Granted Patent B2
US 8,221,237 · App. 12/282,835 · Granted Jul 17, 2012

Game sound output device, game sound control method, information recording medium, and program

Assignee: Konami Digital Entertainment Co., Ltd.
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Quick Facts
Patent No.
US 8,221,237
App. No.
12/282,835
Granted
Jul 17, 2012
Kind
B2
Abstract

A first sound volume calculation unit ( 251 ) obtains a length of a straight line connecting a sound emitting object and a sound detection object, and calculates a first sound volume attenuated from a predetermined reference sound volume in accordance with the length. A second volume calculation unit ( 252 ), in a case where on the straight line there is an other object that is an obstacle, calculates a second sound volume attenuated from the first sound volume by a predetermined ratio. A third volume calculation unit ( 253 ) draws from each of the sound emitting object and the sound detection object a plurality of space recognition lines that spread in plane and at a predetermined angle from the straight line locating as a center, and calculates a third sound volume attenuated from either one of the first sound volume and the second sound volume in accordance with an attenuation ratio determined by the number of the space recognition lines having a same angle and intersecting with each other without being intercepted by the other object that is an obstacle. An output sound control unit ( 207 ) outputs game sound based on the calculated third sound volume.

Claims (18)

1. A game sound output device, in which a plurality of objects including a sound emitting object that emits sound and a sound detection object that detects the sound emitted by the sound emitting object are arranged in virtual space, and which outputs the sound detected by the sound detection object as game sound, the game sound output device comprising:

a first sound volume calculation unit ( 251 ) configured to obtain a length of a straight line connecting the sound emitting object and the sound detection object, and to calculate a first sound volume that is attenuated from a predetermined reference sound volume in accordance with the length;

a second sound volume calculation unit ( 252 ) configured to calculate a second sound volume that is attenuated from the first sound volume by a predetermined ratio if there is an obstacle on the straight line;

a third sound volume calculation unit ( 253 ) configured to draw from both the sound emitting object and the sound detection object a same plural number of space recognition lines that spread in a plane and at predetermined angles from the straight line locating as a center, and calculates a third sound volume that is attenuated from either one of the first sound volume and the second sound volume in accordance with an attenuation ratio determined by the number of the space recognition lines having a same angle and intersecting with each other without being intercepted by the obstacle; and

a sound volume control unit ( 207 ) coupled to the third volume calculation unit and being configured to output game sound based on the calculated third sound volume.

2. The game sound output device according to claim 1 , wherein the first sound volume calculation unit ( 251 ) calculates the first sound volume that is attenuated from sound emitted by the sound emitting object with the maximum sound volume thereof and in accordance with an attenuation ratio determined by the obtained length of the straight line.

3. The game sound output device according to claim 1 , wherein the second volume calculation unit ( 252 ) calculates the second sound volume attenuated in accordance with an attenuation ratio determined depending on a type of the other object that is an obstacle.

4. The game sound output device according to claim 1 , wherein the third sound volume calculation unit ( 253 ) draws from both the sound emitting object and the sound detection object a same plural number of the space recognition lines that spread in three-dimension at predetermined angles from the straight line obtained by the first sound volume calculation unit and locating as a center, and calculates a third sound volume attenuated from either one of the first sound volume and the second sound volume in accordance with an attenuation ratio determined by the number of the space recognition lines having a same angle in three-dimension and intersecting with each other without being intercepted by the other object that is the obstacle.

5. A game sound control method for a game device in which a plurality of objects including a sound emitting object that emits sound and a sound detection object that detects the sound emitted by the sound emitting object are arranged in a virtual space, and which outputs the sound detected by the sound detection object as game sound, the game sound control method comprising:

obtaining a length of a straight line connecting the sound emitting object and the sound detection object, and calculating a first sound volume that is attenuated from a predetermined reference sound volume in accordance with the length;

calculating a second sound volume attenuated from the first sound volume by a predetermined ratio if there is an obstacle on the straight line;

drawing from each of the sound emitting object and the sound detection object a same plural number of space recognition lines that spread in a plane and at predetermined angles from the straight line locating as a center, and calculating a third sound volume that is attenuated from either one of the first sound volume and the second sound volume in accordance with an attenuation ratio determined by the number of the space recognition lines having a same angle and without being intercepted by the other object that is the obstacle; and

outputting game sound, using a volume control unit ( 207 ) based on the calculated third sound volume.

6. A non-transitory computer-readable information recording medium storing a program for controlling a computer in which a plurality of objects including a sound emitting object that emits sound and a sound detection object that detects the sound emitted by the sound emitting object are arranged in a virtual space, and that outputs the sound detected by the sound detection object as game sound, wherein the program controls the computer to function as:

a first sound volume calculation unit ( 251 ) configure to obtain a length of a straight line connecting the sound emitting object and the sound detection object, and to calculate a first sound volume attenuated from a predetermined reference sound volume in accordance with the length;

a second sound volume calculation unit ( 252 ) configure to calculated a second sound volume attenuated from the first sound volume by a predetermined ratio;

a third sound volume calculation unit ( 253 ) configured to draw from both the sound emitting object and the sound detection object a same plural number of space recognition lines that spread in a plane and at predetermined angles from the straight line locating as a center, and calculates a third sound volume attenuated from either one of the first sound volume and the second sound volume in accordance with an attenuation ratio determined by the number of the space recognition lines having a same angle and intersecting with each other without being intercepted by the other object that is an obstacle; and

a sound volume control unit ( 207 ) coupled to the third volume calculation unit and being configured to output game sound based on the calculated third sound volume.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 6, 2009
From: NAKAYAMA, HIROYUKI
To: KONAMI DIGITAL ENTERTAINMENT CO. LTD.
Reel/Frame 022221/0544 →
Priority Claims (1)
JP 2006-066873 · Mar 13, 2006 · national
Continuity (1)
Related Publication 20090137314A1 · May 28, 2009