U.S. Pat. No. 6,945,871
RECORDING MEDIUM STORING VOLUME CONTROL PROGRAM, VOLUME CONTROL METHOD, VIDEO GAME MACHINE, AND VOLUME CONTROL PROGRAM
AssigneeKonami Computer Entertainment Osaka, Inc.
Issue DateJuly 9, 2002
Illustrative Figure
Abstract
The present invention provides a volume control program, a volume control method, and a video game machine by which the player can easily hear two sounds which are output simultaneously. Cheering sound is output from the speaker 23 according to the game progress status, the output instructing section 102 instructs output so as to output the sound data of broadcasting sound which is read from the broadcasting sound data storing section 512 by the sound data reading section 101 according to the game progress status as sound, and the volume controlling section 111 drops the volume of the cheering sound to be lower than the volume of the broadcasting sound with the output instruction as a trigger.
Description
DESCRIPTION OF THE PREFERRED EMBODIMENTS A video game machine according to the first embodiment of the present invention will be described with reference to the accompanying drawings.FIG. 1is a block diagram depicting a configuration of the video game machine according to an embodiment of the present invention. In the following description, a home video game machine, which is connected to a home television, is described as an example of the video game machine, but the present invention is not limited to this example, but can be applied to a business video game machine where a monitor is integrated and a personal computer which functions as a video game machine by executing the video game program. The video game machine shown inFIG. 1is comprised of a home game machine100and a home television200. In the home game machine100, a recording medium300, where program data which a computer can read, has been installed. The home game machine100is comprised of a CPU (Central Processing Unit)1, bus line2, graphics data generation processor3, interface circuit (I/F)4, main memory5, ROM (Read Only Memory)6, expansion circuit7, parallel port8, serial port9, drawing processor10, voice processor11, decoder12, interface circuit13, buffers14-16, recording medium drive17, memory18, and controller19. The home television200includes a television monitor21, amplification circuit22, and a speaker23. The CPU1is connected to the bus line2and the graphics data generation processor3. The bus line2includes an address bus, data bus and control bus, and inter-connects with the CPU1, interface circuit4, main memory5, ROM6, expansion circuit7, parallel port8, serial port9, drawing processor10, voice processor11, decoder12and interface circuit13. The drawing processor10is connected to the buffer14. The voice processor11is connected to the buffer15and amplification circuit22. The decoder12is connected to the buffer16and recording medium drive17. And the interface circuit13is connected to the memory18and controller19. The television monitor21of the home television200is connected to the drawing processor10. And the ...
DESCRIPTION OF THE PREFERRED EMBODIMENTS
A video game machine according to the first embodiment of the present invention will be described with reference to the accompanying drawings.FIG. 1is a block diagram depicting a configuration of the video game machine according to an embodiment of the present invention. In the following description, a home video game machine, which is connected to a home television, is described as an example of the video game machine, but the present invention is not limited to this example, but can be applied to a business video game machine where a monitor is integrated and a personal computer which functions as a video game machine by executing the video game program.
The video game machine shown inFIG. 1is comprised of a home game machine100and a home television200. In the home game machine100, a recording medium300, where program data which a computer can read, has been installed.
The home game machine100is comprised of a CPU (Central Processing Unit)1, bus line2, graphics data generation processor3, interface circuit (I/F)4, main memory5, ROM (Read Only Memory)6, expansion circuit7, parallel port8, serial port9, drawing processor10, voice processor11, decoder12, interface circuit13, buffers14-16, recording medium drive17, memory18, and controller19. The home television200includes a television monitor21, amplification circuit22, and a speaker23.
The CPU1is connected to the bus line2and the graphics data generation processor3. The bus line2includes an address bus, data bus and control bus, and inter-connects with the CPU1, interface circuit4, main memory5, ROM6, expansion circuit7, parallel port8, serial port9, drawing processor10, voice processor11, decoder12and interface circuit13.
The drawing processor10is connected to the buffer14. The voice processor11is connected to the buffer15and amplification circuit22. The decoder12is connected to the buffer16and recording medium drive17. And the interface circuit13is connected to the memory18and controller19.
The television monitor21of the home television200is connected to the drawing processor10. And the speaker23is connected to the amplification circuit22. In the case of a business video game machine, the television monitor21, amplification circuit22and speaker23may be housed in one body, along with each block constituting the home game machine100.
When the video game machine is comprised of a personal computer or workstation as a core, the television monitor21corresponds to the display for the computer. The expansion circuit7, drawing processor10and voice processor11correspond to a part of program data recorded in the recording medium300or hardware on an expansion board mounted on the expansion slot of the computer. The interface circuit4, parallel port8, serial port9and interface circuit13correspond to hardware on the expansion board mounted on the expansion slot of the computer. The buffers14-16correspond to each storing area of the main memory5or expansion memory (not illustrated) respectively.
Now each composing element shown inFIG. 1will be described. The graphics data generation processor3plays the role of the coprocessor of the CPU1. In other words, the graphics data generation processor3executes coordinate transformation and light source calculation, such as fixed point format matrix and vector operation, by parallel processing.
The major processing executed by the graphics data generation processor3is processing to determine the address data of the processing target image on a predetermined display area based on the coordinate data, moving mount data, and rotation amount data of each vertex of the image data, which is supplied from the CPU1, in two- or three-dimensional space, and to return the address data to the CPU1, and processing to calculate the luminance of the image according to the distance from a light source, which is virtually set.
The interface circuit4is used for interfacing peripheral devices, such as a pointing device, which includes a mouse and track ball. The main memory5is comprised of RAM (Random Access Memory). In the ROM6, program data to be the operating system of the video game machine is stored. This program corresponds to the BIOS (Basic Input Output System) of a personal computer.
The expansion circuit7executes expansion processing to compressed images which are compressed by intra-coding, conforming to the MPEG (Moving Picture Experts Group) standard for moving picture, and to the JPEG (Joint Photographic Experts Group) standard for still pictures. Expansion processing includes decode processing (decoding of data encoded by VLC: Variable Length Code), inverse quantization processing, IDCT (Inverse Discrete Cosine Transform) processing, and restoration processing of intra-images.
The drawing processor10executes drawing processing for the buffer14based on the drawing instruction issued by the CPU1at each predetermined time T (e.g. T= 1/60 second in one frame).
The buffer14is comprised of RAM, for example, and is divided into a display area (frame buffer) and non-display area. The display area is comprised of an expansion area of data to be displayed on the display screen of the television monitor21. And the non-display area, according to the present embodiment, is comprised of storage areas for data for defining skeletons, model data for defining polygons, animation data for giving motion to a model, and pattern data, texture data and color palette data to show the content of each animation.
In this case, the texture data is two-dimensional image data. The color palette data is data for specifying color, such as for texture data. The data is recorded in the non-display area of the buffer14in advance by the CPU1at one time from the recording medium300, or separately a plurality of times according to the game progress status.
A drawing instruction is, for example, a drawing instruction for drawing a three-dimensional image using polygons, or a drawing instruction for drawing a normal two-dimensional image. Here a polygon is a two-dimensional virtual graphic of a polygon, and in the present embodiment a triangle is used.
A drawing instruction for drawing a three dimensional image using polygons is executed for polygon vertex address data for showing the storage position of the polygon vertex coordinate data on the display area of the buffer14, texture address data for showing the storage position of the texture data to be pasted onto polygons, on the buffer14color palette address data for showing the storage position of the color palette data for showing the color of the texture data on the buffer14, and luminance data for showing the luminance of the texture respectively.
The polygon vertex address data on the display area among the above mentioned data is data when the graphics data generation processor3converts the polygon vertex coordinate data in a three-dimensional space from the CPU1into two-dimensional polygon vertex coordinate data by executing coordinate transformation based on the moving amount data and rotation amount data of the screen itself. The luminance data is determined based on the distance from the position shown by the polygon vertex coordinate data after the above mentioned coordinate transformation from the CPU1to the virtually placed light source which is measured by the graphics data generation processor3.
The polygon vertex address data indicates the address on the display area of the buffer14. The drawing processor10executes processing to write the texture data corresponding to the range of the display area of the buffer14, indicated by the three polygon vertex address data.
An object, such as a character, in the game space is comprised of a plurality of polygons. The CPU1stores the coordinate data of each polygon in the three-dimensional space in the buffer14, in association with the vector data of the corresponding skeleton. And when a character is moved on the display screen of the television monitor21by the later mentioned operation of the controller19, the following processing is executed to express the movement of the character or to change the position of viewpoint to view the character.
The CPU1provides the graphics data generation processor3, the three-dimensional coordinate data of the vertex of each polygon which is held in the non-display area of the buffer14, and the moving amount data and rotation amount data of each polygon which are determined from the data of the coordinate of the skeleton and rotation amount thereof.
The graphics data generation processor3sequentially determines the three-dimensional coordinate data of each polygon after moving and rotation based on the three-dimensional coordinate data of the vertex of each polygon and the moving amount data and rotation amount data of each polygon.
Out of the three-dimensional coordinate data of each polygon determined like this, the coordinate data in the horizontal and vertical directions is supplied to the drawing processor10as address data on the display area of the buffer14, that is, the polygon vertex address data.
The drawing processor10writes the texture data, which is indicated by pre-assigned texture address data, to the triangular display area of the buffer14indicated by the three polygon vertex address data. By this, the object where texture data is pasted on many polygons is displayed on the display screen of the television monitor21.
A drawing instruction for drawing a regular two-dimensional image is provided for vertex address data, texture address data, color palette address data, which indicates the storing position of the color palette data to indicate the color of the texture data on the buffer14, and the luminance data, which indicates the luminance of the texture. Out of this data, the vertex address data is the coordinate data acquired by the graphics data generation processor3, executing coordinate transformation for the vertex coordinate data from the CPU1on a two-dimensional plane based on the moving amount data and rotation amount data from the CPU1.
The voice processor11stores the ADPCM (Adaptive Differential Pulse Code Modulation) data, which is read from the recording medium300, in the buffer15, and the ADPCM data stored in the buffer15becomes the sound source.
The voice processor11also reads the ADPCM data from the buffer15based on a clock signal with a 44.1 kHz frequency, for example. The voice processor11executes pitch conversion, noise addition, envelope setting, level setting, verberation addition, and other processing for the ADPCM data which was read.
When the voice data which is read from the recording medium300is such PCM data as CD-DA (Compact Disk Digital Audio), the PCM data is converted into ADPCM data by the voice processor11. Processing for the PCM data by a program is directly executed in the main memory5. The PCM data processed in the main memory5is supplied to the voice processor11, is converted to ADPCM data, then the above mentioned various processings are executed on ADPCM data, and voice is output from the speaker23.
For the recording medium drive17, a DVD-ROM drive, CD-ROM drive, hard disk drive, optical disk drive, flexible disk drive, silicon disk drive, and a cassette medium reader, for example, are used. In this case, the recording medium300is a DVD-ROM, CD-ROM, hard disk, optical disk, flexible disk, and semiconductor memory, for example.
The recording medium drive17reads the image data, voice data, and program data from the recording medium300, and supplies the read data to the decoder12. The decoder12executes error correction processing by ECC (Error Correction Code) for the data reproduced from the recording medium drive17, and supplies the data after the error correction processing to the main memory5or the voice processor11.
For the memory18, a card type memory, for example, is used. A card type memory is used for holding various game parameters at a point of interruption, such as the case of holding the status at a point of interruption when the game is interrupted midway.
The controller19is an operating device for the user to use for inputting various operation instructions, and transmits operation signals, according to the operation by the user, to the CPU1. The controller19has a first button19a, second button19b, third button19c, fourth button19d, up key19U, down key19D, left key19L, right key19R, L1button19L1, L2button19L2, R1button19R1, R2button19R2, start button19e, select button19f, left stick19SL, and right stick19SR.
The up key19U, down key19D, left key19L and right key19R are used, for example, for providing commands, to move a character and cursor vertically and horizontally on the screen of the television monitor21, to the CPU1.
The start button19eis used to instruct the CPU1to load a game program from the recording medium300. The select button19fis used to instruct the CPU1to make various selections on the game program to be loaded from the recording medium300to the main memory5.
Each button and each key of the controller19, excluding the left stick19SL and right stick19SR, is comprised of an ON/OFF switch which is turned ON when pressed down from the neutral position by an external pressing force, and is turned OFF when the switch returns to the neutral position after the pressing force is released.
The left stick19SL and right stick19SR are stick type controllers having roughly the same configuration as a joy stick. In other words, the left stick and right stick has an upright stick which can be tilted in a 360° direction including the front, back, left and right, with a predetermined position of the stick as a fulcrum. The left stick19SL and right stick19SR transmit the values of the x coordinate, which is in the left/right direction, and the values of the Y coordinate, which is in the front/back direction, when the upright position is the origin, to the CPU1via the interface circuit13as the operation signals according to the tilt direction and tilt angle of the stick.
The first button19a, second button19b, third button19c, fourth button19d, L1button19L1, L2button19L2, R1button19R1, and R2button19R2are used for various functions according to the game program which is loaded from the recording medium300.
The general operation of the above mentioned video game machine will now be described. When the recording medium300is loaded on the recording medium drive17, and when the power switch (not illustrated) is turned ON and power is supplied to the video game machine, the CPU1instructs the recording medium drive17to read the game program from the recording medium300based on the operating system stored in the ROM6. By this, the recording medium drive17reads the image data, voice data, and program data from the recording medium300. The image data, voice data, and program data which were read are supplied to the decoder12, and the decoder12executes error correction processing for each data.
The image data, for which the decoder12executed error correction processing, is supplied to the expansion circuit7via the bus line2. The image data, for which the expansion circuit7executed the above mentioned expansion processing, is supplied to the drawing processor10, and is written to the non-display area of the buffer14by the drawing processor10. The voice data, for which the decoder12executed error correction processing, is written to the buffer15via the main memory5or the voice processor11. The program data, for which the decoder12executed error correction processing, is written to the main memory5.
The CPU1progresses the video game based on the game program stored in the main memory5and on the content which the user instructs using the controller19. In other words, the CPU1controls image processing, controls voice processing, and controls internal processing based on the content which the user instructs using the controller19.
Control of image processing is, for example, calculating the coordinates of each skeleton from the pattern data for the animation to be instructed to the characters, or calculating the vertex coordinate data of polygons, supplying the obtained three-dimensional coordinate data and viewpoint position data to the graphics data generation processor3, and issuing a drawing instruction, including the address data and luminance data on the display area of the buffer14, determined by the graphics data generation processor3.
Control of voice processing is, for example, issuing a voice output command to the voice processor11and specifying the level and reverberation. Control of internal processing is, for example, executing operation according to the operation of the controller19.
Now the case of when a baseball game is played using a video game machine configured as above will be described. This baseball game is a matching game where a baseball game is played between a self team comprised of a plurality of self characters (baseball players) which the user can operate, and an opponent team comprised of a plurality of opponent characters (baseball players) which another user, to be an opponent, or a computer, can operate.
The player operates the controller19so that the self characters displayed on the television monitor21perform various operations according to the baseball game, such as batting and pitching.
In this baseball game, as an effect of simulating actual baseball game broadcasting, the cheering sound of spectators is output according to the game program status. Also broadcasting sound by an announcer and commentator is output according to the game progress status.
FIG. 2is a block diagram depicting the functional configuration of the CPU1, including the operation of the video game machine shown in FIG.1. InFIG. 2, only bus line2, main memory5, voice processor11, controller19, television monitor21, speaker23, and recording medium300are shown as the composing elements, other than the CPU1, to simplify description.
InFIG. 2, the game program, including the volume control program, is stored in the recording medium300, and the baseball game can be played by executing this volume control program.
The CPU1functions as the voice data reading section101, output instructing section102, and volume instructing section103by reading and executing the volume control program stored in the recording medium300, and the voice processor11functions as the volume controlling section111, and the main memory5functions as the voice data storing section51.
The voice data reading section101has a function to read voice data, such as the broadcasting sound and various sound effects according to the game program status, from the voice data storing section51. The voice data storing section51also manages voice data by labels, and includes the cheering sound data storing section511for storing voice data on cheering sound, which is one of the sound effects, and broadcasting sound data storing section512for storing the voice data on broadcasting sounds.
For example, according to the present invention, action by a character includes hitting, catching and pitching, and operation according to the operation of the controller19by the player is reflected in the action of the character, and influences the game progress status. For example, when a batter character (self character) hits a ball pitched by the pitcher character (opponent character), voice data with the waveform “He hit it” is read from the broadcasting sound data storing section512. If the result is a hit, the voice data having the waveform “Hit” is read from the broadcasting sound data storing section512.
The voice data reading section101has a function of reading the voice data of the cheering sound of spectators from the cheering sound data storing section512. For example, according to the baseball game of the present embodiment, the cheering sound of spectators is read according to the game progress status as a sound effect to make the game exciting.
The output instructing section102has a function to issue a voice output instruction to the voice processor11to output the voice data read by the voice data reading section101. The voice processor11executes control to output the voice data, which was read, from the speaker23as voice.
The volume instructing section103executes processing to drop the volume of the voice being output as a cheering sound down to a predetermined volume by a trigger when the voice data of the broadcasting sound is read by the voice data reading section101, and the output of the voice data of the broadcasting sound to the voice processor11is instructed by the output instructing section102, and instructs the level of the volume of the cheering sound to the volume control section111. When the output of the broadcasting sound ends, the voice instructing section103executes processing to increase the volume of the cheering sound to the original level, and instructs the level of the volume of the cheering sound to the volume control section111.
The voice controlling section111controls the volume so as to output the cheering sound at the level instructed by the volume instructing section103.
FIG. 3is a diagram depicting the relationship between the volume of the cheering sound, broadcasting sound, and elapsed time, where the ordinate is the volume and the abscissa is the elapsed time. The solid line shown inFIG. 3shows the change of the volume of the cheering sound by the elapsed time, and the dashed line shows the change of the volume of the broadcasting sound by the elapsed time. At first, the voice data to be the cheering sound is read from the cheering sound data storing section511by the voice data reading section101, and the cheering sound is output at volume V1. It is assumed that the self character hit the ball at time t1. Then the voice data reading section101reads the voice data “He hit it” to be broadcasting sound A from the broadcasting sound data storing section512, and instructs the voice processor11to output the read voice data by the output instructing section102. The volume instructing section103executes processing for dropping the cheering sound from volume v1to volume v2with the output instruction of the voice data as a trigger. Then at time t2, the cheering sound is dropped to the volume v2, and the broadcasting sound A reaches the volume v3. When the output of the broadcasting sound A ends at time t3, the volume instructing section103executes processing for returning the cheering sound from the volume v2to volume v1. Processing of the broadcasting sound B during time t5to t8is also performed in the same way as the processing during the above mentioned time t1to t4.
In the present embodiment, the output instructing section102corresponds to the output instructing means, the volume instructing section103and volume controlling section111correspond to the volume control means, the voice processor11and speaker23correspond to the output means, the first voice corresponds to the cheering sound, and the second voice corresponds to the broadcasting sound.
FIG. 4is a flow chart depicting the volume control method by the video game machine shown in FIG.2. The volume control method shown inFIG. 4is performed by the CPU1, reading and executing the volume control program stored in the recording medium300.
At first, in Step S1, the CPU1judges whether the broadcasting sound is being output. If it is judged that the broadcast sound is being output, processing moves to Step S2, and if it is judged that the broadcasting sound is not being output, processing moves to Step S4. In Step S2, the CPU1judges whether the volume v of the cheering sound x the volume correction rate n (0≦n≦1) is a predetermined value v2or more. This predetermined value v2is a value of the volume which has been incorporated and set in a program. Here if the result is the predetermined value v2or more, processing moves to Step S3. In Step S3, the CPU1sets a new volume correction rate n, and processing moves to Step S7. Specifically, the volume correction rate n this time is determined by the volume correction rate n of this time=volume correction rate n of previous time−dropping ratio α. The dropping ratio α is a numerical value which is preset.
If it is judged that the broadcasting sound is not being output in Step S1, the CPU1judges whether the volume correction rate n is 100% (n=1) in Step S4. If it is judged that the volume correction rate n is 100%, the CPU1sets n=1 in Step S5, and processing moves to Step S7.
If it is judged that the volume correction rate n is not 100% in Step S4, processing moves to Step S6. In Step S6, the CPU1sets a new volume correction rate n, and processing moves to Step S7. Specifically, the volume correction rate n of this time is determined by the volume correction rate n of this time=volume correction rate n of previous time+raising rate β. The raising rate β is a numerical value which is preset.
In Step S7, the CPU1instructs the voice processor11to output the voice at the volume determined by multiplying volume v of the cheering sound by the volume correction rate n, and the voice processor11controls so as to output the voice from the speaker23at the instructed volume.
In Step S8, the CPU1judges whether the output of the cheering sound ended, and if it is judged as ended, the CPU1ends processing, and if it is judged as not ended, processing moves to Step S1, and processing from Steps S1to S8is repeatedly executed. When the broadcasting sound is output, the processing from Step S1to S8is repeatedly executed until the volume of the cheering sound changes from v1to v2, where the cheering sound drops in steps from volume v1to volume v2. When the output of the broadcasting sound ends, processing from Steps S1to S8is repeatedly executed until the volume of the cheering sound changes from v2to v1, where the cheering sound rises in steps from volume v2to volume v1.
In the case of the present embodiment, the time of t1to t2and t3to t4(FIG. 3) can be changed by changing the values of the dropping rate α and the raising rate β according to the output time of the broadcasting sound. In other words, when the output time of the broadcast sound is long (broadcasting sound A in FIG.3), the broadcasting sound can be heard even if it takes some time to drop the volume of the cheering sound, so the time required for dropping the volume v1to volume v2(t1to t2) is set longer by setting the dropping rate α to low. When the output time of the broadcasting sound is short (broadcasting sound B in FIG.3), the volume of the cheering sound must be dropped quickly, so the dropping rate α is set to high so as to decrease the time required for dropping the volume v1to volume v2′ (t5to t6), which makes it easier to hear the broadcasting sound and makes the game exciting for the players. Also by setting the raising rate β to low, the time required for raising the volume v2and volume v2′ to the volume v1can be increased, and by setting the raising rate β to high, the time required for raising the volume v2and volume v2′ to the volume v1can be decreased.
In this way, the volume of the first voice is dropped to be lower than the volume of the second voice when the second voice is output together with the first voice according to the game progress status, so the second voice can be more easily heard, and the game becomes more exciting for the players.
In the present embodiment, the volume of the cheering sound may be changed according to the volume of the broadcasting sound to be output along with the game progress status. In other words, the volume controlling means changes the volume of the first voice according to the volume of the second voice corresponding to the game progress status. This means that, asFIG. 3shows, when the broadcasting sound A is output at high volume v3, the broadcasting sound A can be heard even if the volume v2of the cheering sound after dropping the volume is relatively high, so the amplitude to drop the volume of the cheering sound is decreased. When the broadcasting sound B is output at low volume v3′, the broadcasting sound B cannot be heard unless the volume v2of the cheering sound after dropping the volume is further decreased, so the amplitude to drop the volume of the cheering sound is increased, and the cheering sound is output at the volume v2′.
In the present embodiment, the volume of the cheering sound may be changed according to the significance of the broadcasting sound to be output corresponding to the game progress status. In other words, the volume controlling means changes the first voice according to the significance of the second voice corresponding to the game progress status. When a particularly significant broadcasting sound is output, the volume v2is set to low, and the volume of the voice to be output as the cheering sound is further decreased. When an insignificant broadcasting sound is output, the volume v2is set to high, and the volume of the cheering sound is not dropped very much. By this, the difference between the volume of the broadcasting sound and the volume of the cheering sound is increased, therefore a particularly significant broadcasting sound can be more easily heard, and the game becomes more exciting for the players.
Also in the present embodiment, the volume to be output of the voice data to be the broadcasting sound can be held as volume data. In other words, for the second voice, the amplitude of the volume to be output may be held as volume data. By holding the volume of the second voice to be output as volume data, it becomes possible, for example, to increase the amplitude to drop the volume of the cheering sound, which is the first voice, when the volume of the broadcasting sound, which is the second voice, is low (volume at which the broadcasting sound is hard to hear), and to decrease the amplitude to drop the volume of the cheering sound, which is the first voice, when the volume of the broadcasting sound, which is the second voice, is high (volume at which the broadcasting sound is easily heard). As a result, the value of the dropping volume of the first voice can be changed according to the volume of the second voice, without always dropping the volume of the first voice to a predetermined value.
Also in the present embodiment, the value of the first voice may be dropped before outputting the second voice according to the game progress status or action of characters. In other words, in the case of a game where the next game progress status is known in advance, the volume of the first voice is dropped sufficiently before outputting the second voice. Since the first voice is dropped sufficiently before outputting the second voice in advance according to the next game progress status, the second voice can be heard even more easily.
Also in the present embodiment, the video game machine may function as data input detection means, for detecting the data input of the second voice to be output along with the first voice according to the game progress status, where the volume controlling means drops the volume of the first voice to be lower than the volume of the second voice with the detected data input of the second voice as a trigger. In other words, when the data input of the second voice is detected, the volume of the first voice is dropped to be lower than the volume of the second voice with the detected data input of the second voice as a trigger, so the burden to be applied on the processing of the CPU1can be decreased.
In the present embodiment, the case when at least two voices, cheering sound and broadcast sound, are simultaneously output, was described, but the present invention is not limited to this, but can be applied to the case when three or more voices are simultaneously output. In this case, priority is assigned to the voice data in advance, and the value of the volume v2is decreased for a voice with high priority, and the value of v2is increased as the priority decreases. As a result, three or more voices are output at different volumes, and a respective voice can be heard more easily, and the game becomes more exciting for the players.
The video game to which the present invention is applied is not particularly limited to the above mentioned baseball game, but the present invention can be suitably applied to a sports game where broadcasting is performed according to the game progress status, such as a soccer game and a basketball game.
The present invention can also be suitably applied to video games other than the above mentioned sports games, where the first voice and second voice are different. For example, the present invention can be applied when the voice of a DJ (Disk Jockey) is output as the second voice, while BGM (Background Music) is output as the first voice.
In summary, the present invention relates to a recording medium which stores a volume control program for controlling the volume of voice which is output according to the game progress status, for making a video game machine function as output means for outputting a first voice and a second voice according to the game progress status, and volume control means for dropping the volume of the first voice to be lower than the volume of the second voice when the second voice is output together with the first voice.
According to the aforementioned invention, the volume control program stored in the recording medium for controlling the volume of voice which is output according to the game progress status, and makes a video game machine function as output means for outputting a first voice and a second voice according to the game progress status, and volume control means for dropping the volume of the first voice to be lower than the volume of the second voice when the second voice is output together with the first voice.
In other words, the first voice and the second voice are output by the video game machine according to the game progress status, and the volume of the first voice is dropped to be lower than the volume of the second voice when the second voice is output together with the first voice.
Since the volume of the first voice is dropped to be lower than the volume of the second voice when the second voice is output together with the first voice according to the game progress status like this, the second voice can be easily heard, and the game becomes exciting for the players.
In the above invention, the video game machine can also function as output instruction means for instructing to output the second voice together with the first voice, and the volume control means drops the volume of the first voice to be lower than the volume of the second voice with the output instruction as the trigger.
In other words, the video game machine also functions as output instruction means for instructing to output the second voice together with the first voice according to the game progress status, and the volume control means drops the volume of the first voice to be lower than the volume of the second voice with the output instruction as the trigger.
In other words, the volume of the first voice is dropped to be lower than the volume of the second voice by the video game machine with the output instruction to output the second voice as the trigger, so the second voice can be easily heard, and the game becomes exciting for the players.
Accordingly, the volume of the first voice is dropped to be lower than the volume of the second voice with the output instruction to output the second voice as a trigger, so the second voice can be more easily heard, and the game becomes exciting for the players.
Furthermore, the invention is characterized in that when the volume of the first voice is dropped to be lower than the volume of the second voice, the dropping rate of the volume of the first voice is changed according to the output time of the second voice.
In the above invention, when the volume of the first voice is dropped to be lower than the volume of the second voice, the dropping rate of the volume of the first voice is changed according to the output time of the second voice.
In other words, the volume dropping time of the first voice can be set to a suitable time according to the second voice by changing the dropping rate for dropping the volume of the first voice according to the output time of the second voice, so the second voice can be easily heard, and the game becomes exciting for the players.
Moreover, the invention is characterized in that the volume of the first voice after dropping is changed according to the volume of the second voice. According to the characterized features, the dropping time and raising time of the volume of the first voice can be set to suitable times according to the second voice, so the second voice can be easily heard, and the game becomes exciting for the players.
Thus, the volume of the first voice after dropping is changed according to the volume of the second voice.
In other words, the volume of the first voice is changed according to the volume of the second voice, so if the volume of the second voice is low, the second voice can be more easily heard by increasing the amplitude to drop the first voice, then the game becomes exciting for the players. If the volume of the second voice is high, the second voice can be more easily heard by decreasing the amplitude to drop the first voice, then the game becomes exciting for the players. Accordingly, the volume of the first voice is set according to the volume of the second voice, so the amplitude to drop the first voice is increased when the volume of the second voice is low, and the amplitude to drop the first voice is decreased when the volume of the second voice is high, therefore the second voice can be easily heard, and the game becomes exciting for the players.
The present invention also relates to a volume control method for controlling the volume of the voice which is output according to the game progress status, comprising an output step for a video game machine to output a first voice and a second voice according to the game progress status, and a volume control step for the video game machine to drop the volume of the first voice to be lower than the volume of the second voice when the second voice is output together with the first voice.
According to the present invention in the above described form, the volume control method for controlling the volume of the voice which is output according to the game progress status comprises an output step for a video game machine to output a first voice and a second voice according to the game progress status, and a volume control step for the video game machine to drop the volume of the first voice to be lower than the volume of the second voice when the second voice is output together with the first voice.
In other words, the first voice and the second voice are output by the video game machine according to the game progress status, and the volume of the first voice is dropped to be lower than the volume of the second voice when the second voice is output together with the first voice. Since the volume of the first voice is dropped to be lower than the volume of the second voice when the second voice is output together with the first voice according to the game progress status like this, the second voice can be easily heard, and the game becomes exciting for the players. According to the present invention in claim5, the volume of the first voice is dropped to be lower than the volume of the second voice when the second voice is output together with the first voice according to the game progress status, so the second voice can be more easily heard, and the game becomes exciting for the players.
The present invention, furthermore, relates to a video game machine for controlling the volume of voice which is output according to the game progress status, comprising output means for outputting a first voice and a second voice according to the game program status, and volume control means for dropping the volume of the first voice to be lower than the volume of the second voice when the second voice is output together with the first voice.
According to the invention as described, the video game machine for controlling the volume of voice which is output according to the game progress status, comprises output means for outputting a first voice and a second voice according to the game program status, and volume control means for dropping the volume of the first voice to be lower than the volume of the second voice when the second voice is output together with the first voice.
In other words, the first voice and the second voice are output by the video game machine according to the game progress status, and the volume of the first voice is dropped to be lower than the volume of the second voice by the video game machine when the second voice is output together with the first voice.
Since the volume of the first voice is dropped to be lower than the volume of the second voice when the second voice is output together with the first voice according to the game progress status like this, the second voice can be easily heard, and the game becomes exciting for the players. Accordingly, the volume of the first voice is dropped to be lower than the volume of the second voice when the second voice is output together with the first voice according to the game progress status, so the second voice can be more easily heard, and the game becomes exciting for the players.
This application is based on Japanese Patent Application Serial No. 2001-215744 filed in Japan Patent Office on Jul. 16, 2001, the contents of which are hereby incorporated by reference.
Although the present invention has been fully described by way of example with reference to the accompanying drawings, it is to be understood that various changes and modifications will be apparent to those skilled in the art. Therefore, unless otherwise such changes and modifications depart from the scope of the present invention hereinafter defined, they should be construed as being included therein.
Claims
- A recording medium storing a volume control program for controlling a volume or sound which is output according to a game progress status, wherein said volume control program causes a video game machine to perform the steps comprising: outputting a first sound;outputting a second sound at a second sound volume level maintained for a second sound duration period according to the game progress status;dropping the volume of the first sound in accordance with a dropping rate to a first sound lower volume level greater than zero and lower than the second sound volume level of said second sound when said second sound is output together with said first sound;and said dropping rate of the volume of said first sound being changed according to the second sound duration period of said second sound.
- The recording medium according to claim 1 , wherein said volume control program further causes the video game machine to preform the step comprising issuing an output instruction instructing to output said second sound together with said first sound, wherein said step of dropping includes using said output instruction as a trigger.
- The recording medium according to claim 1 , wherein said dropping rate of the first sound is set such that the longer the second sound duration period of the second sound, the smaller the dropping rate of the first sound is.
- The recording medium according to claim 1 , wherein the first sound is set to begin to drop at the same time with the timing of commencing a rise of the volume of the second sound to the second sound volume level.
- A recording medium storing a volume control program for controlling a volume of sound which is output according to the game progress status, wherein said volume control program makes a video game machine perform the steps comprising: outputting a first sound;outputting a second sound at a second sound volume level maintained for a second sound duration period according to the game progress status;dropping the volume of the first sound in accordance with a dropping rate to a first sound lower volume level greater than zero and lower than the second sound volume level of said second sound when said second sound is output together with said first sound;said dropping rate of the volume of said first sound being changed according to the second sound duration period of said second sound;and the first sound lower volume of the first sound after dropping being changed according to the second sound volume of said second sound.
- The recording medium according to claim 5 , wherein the lowered volume of the first sound after fully dropped is set higher than that of the first sound when the output volume of the second sound after fully raised is higher.
- The recording medium according to claim 5 , wherein said dropping rate of the first sound is set such that the longer the second sound duration period of the second sound, the smaller the dropping rate of the first sound is.
- The recording medium according to claim 5 , wherein the first sound is set to begin to drop at the same time with the timing of commencing a rise of the volume of the second sound.
- A volume control method for controlling a volume of sound which is output according to a game progress status, said method comprising the steps of: outputting a first sounds;outputting a second sound at a second sound volume level maintained for a second sound duration period according to the game progress status;dropping the volume of the first sound in accordance with a dropping rate to a first sound lower volume level greater than zero and lower than the second sound volume level of said second sound when said second sound is output together with said first sound;and said dropping rate of the volume of said first sound being changed according to the second sound duration period of said second sound.
- A video game machine for controlling a volume of sound which is output according to a game progress status, comprising: output means for outputting a first sound and outputting a second sound at a second sound volume level maintained for a second sound duration period according to the game progress status;volume control means for dropping the volume of the first sound in accordance with a dropping rate to a first sound lower volume level greater than zero and lower than the second sound volume level of said second sound when said second sound is output together with said first sound;and said volume control means changing said dropping rate of the volume of said first sound according to the second sound duration period of said second sound.
- The video game machine according to claim 10 , further comprising output instruction means for issuing an output instruction instructing to output said second sound together with said first sound, wherein said volume control means drops the volume of the first sound to be lower than the second sound volume level of said second sound using said output instruction as a trigger.
- A video game machine for controlling a volume of sound which is output according to a game process status, comprising: output means for outputting a first sound and outputting a second sound at a second sound volume level maintained for a second sound duration period according to the game progress status;volume control means for dropping the volume of the first sound in accordance with a dropping rate to a first sound lower volume level greater than zero and lower than the second sound volume level of said second sound when said second sound is output together with said first sound;and said volume control means changing said dropping rate of the volume of said first sound according to the second sound duration period of said second sound, and changing the volume of the first sound after dropping according to the second sound volume level of said second sound.
- A recording medium storing a volume control program for controlling a volume of sound which is output according to a game progress status, wherein said volume control program causes a video game machine to perform the steps comprising: outputting a first sound;outputting a second sound at a second sound volume level maintained for a second sound duration period according to the game progress status;dropping the volume of the first sound in accordance with a dropping rate to a first sound lower volume level greater than zero and lower than the second sound volume level of said second sound when said second sound is output together with said first sound such that the maintained second sound and the lowered first sound are maintained at the respective volume levels for said second sound duration period;and said dropping rate of the volume of said first sound being changed according to the second sound duration period of said second sound.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.