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JP2011161028

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This translation is machine-generated. It cannot be guaranteed that it is intelligible, accurate,
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DESCRIPTION JP2011161028
[PROBLEMS] To output a voice so that it can not be heard by a player other than a player who
wants to hear the voice as much as possible. A detection unit detects the positions of two players
and the positions of a plurality of speakers. The identifying unit 302 identifies, of the two
players, a listening player who listens to a voice. The selection unit 303 is configured to output
the first sound from the plurality of speakers to the listening player based on the detected
position, and the position of the non-listening player other than the listening player. And a
second speaker that outputs a second voice that mutually cancels out. The output unit 304
causes the selected first speaker to output the first sound, and causes the selected second
speaker to output the second sound. [Selected figure] Figure 3
Game device, game control method, and program
[0001]
The present invention relates to a game device, a game control method suitable for outputting
the sound, and a program for realizing the same by a computer so that the player can not hear as
much as possible to the player who wants to hear the sound.
[0002]
There is known a rhythm game in which buttons and foot switches are operated in
synchronization with the display of rhythms and screens of music.
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For example, Patent Document 1 discloses a rhythm game in which two players lined up toward a
monitor compete for a score to be added based on the goodness of the timing of operating the
foot switch.
[0003]
In many such rhythm games, a predetermined voice is emitted to the player at the timing when
the player operates a button or a foot switch, or at the timing when the score acquired by the
player reaches a predetermined score.
[0004]
On the other hand, Patent Document 2 discloses a technique for enhancing the sense of reality
when reproducing speech.
[0005]
Patent Document 1: Japanese Patent Application Publication No. 2001-137415 Patent Document
3: Japanese Patent No. 3074813
[0006]
However, in addition to the sound emitted to the player, the player's ear may include the sound
emitted to the next player.
For this reason, the player may not be able to concentrate on the play by the sound unrelated to
his / her play.
Therefore, there is a demand for a technology that can make it difficult for another player to hear
a sound given to a predetermined player by using a crosstalk cancellation technology as
disclosed in Patent Document 2 or the like.
Such a task involves not only competitive games such as rhythm games, but also cooperative
games such as shooting games, etc., all of which can be played simultaneously by two players
within a predetermined range. It is a task.
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[0007]
The present invention has been made in view of the above problems, and provides a game device,
a game control method, and a game control method suitable for outputting the sound so that the
player can not hear as much as possible to the player who wants to hear the sound. It aims at
providing a program for realizing it by a computer.
[0008]
In order to achieve the above object, a game device according to a first aspect of the present
invention includes a detection unit, a specification unit, a selection unit, and an output unit, and
is configured as follows.
[0009]
First, the detection unit detects the positions of two players and the positions of a plurality of
speakers.
The detection unit obtains the relative position with respect to the game apparatus for each of
the two players, for example, by the following method.
That is, the detection unit determines the relative position of the player with respect to the game
device based on the image captured by the imaging device held by the player. Specifically, the
detection unit causes the imaging device to capture an area including a plurality of light sources
included in the game device, and the game device is determined based on the positional
relationship of the plurality of light sources in the image obtained by the imaging. Find the
relative position of the player against.
[0010]
In addition, the detection unit obtains the relative position with respect to the game apparatus for
each of the plurality of speakers by, for example, the following method. That is, the detection unit
causes the speaker to output a predetermined sound and causes the two microphones
respectively held by the two players to input the sound. And a detection part calculates | requires
the relative position with respect to the said game device of the said speaker by performing
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sound source localization based on two audio | voices input into each of two microphones.
[0011]
A plurality of speakers can constitute a 5.1ch surround system. In this case, the ideal
arrangement of the plurality of speakers is predetermined. Further, according to the arrangement
of the plurality of speakers, an ideal arrangement of two players is also determined. Thus, when
the positions of the two players and the positions of the plurality of speakers are predetermined,
the detection unit indicates the positions of the two players and the positions of the plurality of
speakers, which are predetermined. Information may be read from the storage device.
Alternatively, the detection unit may detect the positions of two players and the positions of the
plurality of speakers input by the player via an input device or the like. In addition, when the
positions of the two players and the positions of the plurality of speakers are determined, the
detection unit uses the above-described method to correct these positions based on these
positions. It may be detected.
[0012]
And a specific part specifies a listening player who hears a sound among two players. For
example, a player who has acquired an item, a player who has performed a predetermined
operation input, or a player who has acquired a predetermined score, or the like who is the target
player who hears a predetermined sound such as a sound effect is specified as the listening
player.
[0013]
Here, the selection unit selects, from the plurality of speakers, a first speaker described later and
a second speaker described later. The first speaker is a speaker that outputs a first sound such as
the above-described sound effect to the listening player. And a 2nd speaker is a speaker which
outputs 2nd audio | voice. Here, the second sound is a sound that mutually cancels out with the
first sound at the positions of non-listening players other than the listening player. Typically, the
second speech is speech that is in antiphase with the first speech. The non-listening player is a
player who does not want to hear the first sound to be heard by the listening player.
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[0014]
Then, the output unit causes the selected first speaker to output the first sound, and causes the
selected second speaker to output the second sound. That is, the output unit causes the first
speaker to output the first sound to the listening player and causes the second speaker to output
the second sound to the non-listening player.
[0015]
According to the game device of the present invention, the non-listening player listens to the first
sound and listens to the second sound that mutually cancels out with the first sound. Therefore,
the first sound does not enter the ear of the non-listening player, or the first sound attenuates
and enters the ear of the non-listening player. For this reason, the non-listening player can
concentrate on his / her play without worrying about the sound emitted to the listening player.
According to the game device of the present invention, the voice can be output so that the player
can not hear as much as possible to players other than the player who wants to hear the voice.
[0016]
Further, in the game device of the present invention, the selection unit can be configured as
follows.
[0017]
That is, the selection unit selects a speaker with the largest ratio of the distance to the nonlistening player to the distance to the listening player as the first speaker.
In the present invention, the first speaker is a speaker that outputs the first sound to the listening
player. Here, since the first sound is a sound that is desired to be heard only to the listening
player, it is desirable that the first sound not be attenuated as much as possible before reaching
the listening player and be attenuated as much as possible before reaching the non-listening
player. On the other hand, the sound output from the speaker is attenuated in proportion to the
square of the distance. Therefore, it is desirable for the distance from the first speaker to the
listening player to be short, and for the distance from the first speaker to the non-listening player
to be long. That is, a speaker with the largest ratio of the distance to the non-listening player to
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the distance to the listening player is appropriate as the first speaker. According to the game
device of the present invention, it is possible to make the player who wants to hear the sound
hear the voice as much as possible, and to prevent the player who does not want to hear the
sound to hear the voice as much as possible.
[0018]
Further, in the game device of the present invention, the selection unit can be configured as
follows.
[0019]
That is, the selection unit selects, as the second speaker, a speaker in which the distance from the
line where the first sound and the second sound most cancel each other to the listening player is
the longest.
The line in which the first voice and the second voice most cancel each other is a locus of the
position where the first voice is most difficult to hear. That is, when the distance from the line
becomes long, the first voice can be easily heard. Therefore, it is desirable that the positions of
the first speaker and the second speaker be selected such that the distance from the line to the
listening player is the longest. Note that, for example, when the second speaker outputs the
second sound in the opposite phase to the first sound at the same timing as the timing at which
the first speaker outputs the first sound, for example, the line. The distance from the first speaker
is a locus at the same position as the distance from the second speaker. In this case, the line is a
vertical bisector of a line connecting the first speaker and the second speaker. According to the
game device of the present invention, it is possible to make the player who wants to hear the
sound hear the voice as much as possible, and to prevent the player who does not want to hear
the sound to hear the voice as much as possible.
[0020]
Further, in the game device of the present invention, the selection unit can be configured as
follows.
[0021]
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That is, the selection unit selects a speaker with the smallest ratio of the distance to the nonlistening player to the distance to the listening player as the second speaker.
In the present invention, the second speaker is a speaker that outputs the second sound to the
non-listening player. Here, since the second voice is a voice that mutually cancels out with the
first voice at the position of the non-listening player, the second voice is not attenuated as much
as possible before reaching the non-listening player, and reaches the listening player. It is
desirable to attenuate as much as possible. Therefore, it is desirable for the distance from the
second speaker to the listening player to be long and for the distance from the second speaker to
the non-listening player to be short. That is, the speaker with the smallest ratio of the distance to
the non-listening player to the distance to the listening player is appropriate as the second
speaker. According to the game device of the present invention, it is possible to make the player
who wants to hear the voice as unlikely as possible to hear the voice mutually offset with the
voice at the position of the player who does not want to hear the voice.
[0022]
Further, in the game device of the present invention, the output unit can be configured as
follows.
[0023]
That is, the output unit adjusts the output timing of the second voice such that the first voice and
the second voice most cancel each other at the position of the non-listening player, and outputs
the second voice. Adjust the level.
At the position of the non-listening player, in order for the first voice and the second voice to
most cancel each other, the first voice and the same output level as the first voice, and the first
voice and At the same time, the second voice of the reverse phase may reach the position of the
listening player. Here, assuming that the output timing and output level of the first voice are
predetermined, the output timing and output level of the second voice should be adjusted.
Therefore, the time from the output timing of the first sound to the output timing of the second
sound is the distance from the first speaker to the non-listening player and the distance from the
second speaker to the non-listening player Let the time be the difference divided by the speed of
sound. Further, the ratio of the output level of the first voice to the output level of the second
voice is calculated by squaring the distance from the first speaker to the non-listening player and
the distance from the second speaker to the non-listening player. Make it proportional to the
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ratio of the square. According to the game device of the present invention, the voice can be
output so that the player can not hear as much as possible to players other than the player who
wants to hear the voice.
[0024]
In order to achieve the above object, a game control method according to another aspect of the
present invention includes a detection unit, a specification unit, a selection unit, and an output
unit, and controls a game executed by two players. Is a game control method to be executed, and
includes a detection step, a identification step, a selection step, and an output step, and is
configured as follows.
[0025]
First, in the detection step, the detection unit detects the positions of two players and the
positions of a plurality of speakers.
The detection unit obtains the relative position with respect to the game apparatus for each of
the two players, for example, by the following method. That is, the detection unit determines the
relative position of the player with respect to the game device based on the image captured by
the imaging device held by the player. Specifically, the detection unit causes the imaging device
to capture an area including a plurality of light sources included in the game device, and the
positional relationship between the plurality of light sources in the image obtained by the
imaging causes the imaging device to receive the game device Determine the relative position of
the player.
[0026]
In addition, the detection unit obtains the relative position with respect to the game apparatus for
each of the plurality of speakers by, for example, the following method. That is, the detection unit
causes the speaker to output a predetermined sound and causes the two microphones
respectively held by the two players to input the sound. And a detection part calculates | requires
the relative position with respect to the said game device of the said speaker by performing
sound source localization based on two audio | voices input into each of two microphones.
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[0027]
A plurality of speakers can constitute a 5.1ch surround system. In this case, the ideal
arrangement of the plurality of speakers is predetermined. Further, according to the arrangement
of the plurality of speakers, an ideal arrangement of two players is also determined. Thus, when
the positions of the two players and the positions of the plurality of speakers are predetermined,
the detection unit indicates the positions of the two players and the positions of the plurality of
speakers, which are predetermined. Information may be read from the storage device.
Alternatively, the detection unit may detect the positions of two players and the positions of the
plurality of speakers input by the player. In addition, when the positions of the two players and
the positions of the plurality of speakers are determined, the detection unit uses the abovedescribed method to correct these positions based on these positions. It may be detected.
[0028]
Then, in the identification step, the identification unit identifies, of the two players, a listening
player who listens to the voice. For example, a player who has acquired an item, a player who has
performed a predetermined operation input, or a player who has acquired a predetermined score,
or the like who is the target player who hears a predetermined sound such as a sound effect is
specified as the listening player.
[0029]
Here, in the selection step, the selection unit selects, from the plurality of speakers, a first
speaker described later and a second speaker described later. The first speaker is a speaker that
outputs the first sound to the listening player. And a 2nd speaker is a speaker which outputs 2nd
audio | voice. Here, the second sound is a sound that mutually cancels out with the first sound at
the positions of non-listening players other than the listening player. Typically, the second
speech is speech that is in antiphase with the first speech. The non-listening player is a player
who does not want to hear a sound such as a sound effect to be heard by the listening player.
[0030]
Then, in the output step, the output unit causes the selected first speaker to output the first
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sound, and causes the selected second speaker to output the second sound. That is, the output
unit causes the first speaker to output the first sound to the listening player and causes the
second speaker to output the second sound to the non-listening player.
[0031]
According to the game control method of the present invention, the non-listening player listens
to the first sound and listens to the second sound that mutually cancels out with the first sound.
Therefore, the first sound does not enter the ear of the non-listening player, or the first sound
attenuates and enters the ear of the non-listening player. For this reason, the non-listening player
can concentrate on his / her play without worrying about the sound emitted to the listening
player. According to the game control method of the present invention, the voice can be output
so that the player can not hear as much as possible to players other than the player who wants to
hear the voice.
[0032]
A program according to another aspect of the present invention causes a computer to function as
each part of the above-described game apparatus or causes the computer to execute each step of
the above-described game control method. Further, the program of the present invention can be
recorded on a computer readable information recording medium such as a compact disk, a
flexible disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, a
semiconductor memory and the like. The program can be distributed and sold via a computer
communication network independently of the computer on which the program is executed. Also,
the information recording medium can be distributed and sold independently of the computer.
[0033]
According to the present invention, a game device, a game control method, and a program for
realizing the same by a computer are provided which are suitable for outputting the sound so
that the player can not hear as much as possible to the player who wants to hear the sound. can
do.
[0034]
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10
FIG. 1 is a block diagram showing a schematic configuration of an information processing device
in which a game device according to a first embodiment of the present invention is realized.
It is a schematic diagram which shows schematic structure of a controller unit. It is a block
diagram showing composition of a game device concerning a 1st embodiment of the present
invention. It is a flowchart which shows the game control processing which the game device
which concerns on the 1st Embodiment of this invention performs. It is a figure which shows a
position of a player and a position of a speaker. It is a figure for demonstrating the method of
selecting the 1st speaker in 1st Embodiment. It is a figure for demonstrating the method of
selecting the 2nd speaker in 1st Embodiment. It is a graph which shows the audio | voice signal
output from a 1st speaker. It is a graph which shows the audio | voice signal output from a 2nd
speaker. It is a flowchart which shows the game control processing which the game device which
concerns on the 2nd Embodiment of this invention performs. It is a figure for demonstrating the
method of selecting the 2nd speaker in 2nd Embodiment. It is a figure for demonstrating the
method of selecting the 1st speaker in 2nd Embodiment.
[0035]
Hereinafter, embodiments of the present invention will be described. In the following, an
embodiment in which the present invention is applied to a game-dedicated information
processing apparatus will be described to facilitate understanding. The invention is equally
applicable. That is, the embodiments described below are for the purpose of illustration, and do
not limit the scope of the present invention. Therefore, although one skilled in the art can adopt
an embodiment in which each or all of these elements are replaced with equivalent ones, these
embodiments are also included in the scope of the present invention.
[0036]
First Embodiment FIG. 1 is a schematic view showing a schematic configuration of a typical
information processing apparatus in which a game device according to a first embodiment of the
present invention is realized. Hereinafter, a game device according to a first embodiment of the
present invention will be described with reference to this drawing.
[0037]
(Configuration of Information Processing Device) The information processing device 100
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includes a central processing unit (CPU) 101, a read only memory (ROM) 102, a random access
memory (RAM) 103, an interface 104, a controller unit 105, and an external device. A memory
106, an image processing unit 107, a DVD (Digital Versatile Disk) -ROM drive 108, an NIC
(Network Interface Card) 109, an audio processing unit 110, and an RTC (Real Time Clock) 111.
[0038]
The DVD-ROM storing the program and data for the game is mounted on the DVD-ROM drive
108, and the information processing apparatus 100 is powered on to execute the program,
whereby the game apparatus of the present embodiment is realized. .
[0039]
The CPU 101 controls the overall operation of the information processing apparatus 100, is
connected to each component, and exchanges control signals and data.
The CPU 101 acquires various types of data from each component, processes the various types
of data by various operations, and provides the respective components as data or control signals.
In the CPU 101, various data are temporarily stored in a cache provided in the CPU 101, and are
further acquired in a register provided in the CPU 101, and then various calculations are
performed.
[0040]
In the ROM 102, an IPL (Initial Program Loader) to be executed immediately after the power is
turned on is recorded. By executing this, the program recorded in the DVD-ROM is read out to
the RAM 103 and the CPU 101 starts the execution. Ru. Further, the ROM 102 stores an
operating system program and various data necessary for controlling the operation of the entire
information processing apparatus 100.
[0041]
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The RAM 103 is for temporarily storing data and programs, and holds programs and data read
out from the DVD-ROM, and other data necessary for progress and communication of the game.
Besides, various information transmitted from various devices connected to the information
processing apparatus 100 and various information to be transmitted to various devices are also
temporarily stored in the RAM 103.
[0042]
The controller unit 105 connected via the interface 104 receives an operation input given by the
player when playing a game. The controller unit 105 will be described below with reference to
FIG. FIG. 2 is an external view for explaining an outline of the controller unit 105. As shown in
FIG.
[0043]
The controller unit 105 includes a controller 210 and a sensor bar 220 as shown in FIG. The
information processing apparatus 100 is connected to the sensor bar 220 and the display 290
via a predetermined cable.
[0044]
The controller 210 has, for example, an appearance similar to that of a remote control such as a
television, and is connected to the information processing apparatus 100 wirelessly (by wireless
communication). The player holds the controller 210 with one hand to play the game. In the
information processing apparatus 100, holding the controller 210 with the right hand is defined
as the correct (standard) way of holding. Further, the sensor bar 220 is formed in a rod shape
having a predetermined length, and is appropriately fixed to the upper portion of the display 290
along the direction of the screen. One light emitting element 221 is embedded in the sensor bar
220 at each end. Note that the number of light emitting elements 221 embedded is an example,
and may be more than these numbers. The sensor bar 220 receives power supply from the
information processing apparatus 100 and appropriately causes the light emitting element 221
to emit light.
[0045]
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When the CCD camera 211 is disposed at the tip of the controller 210 and the tip is directed to
the display 290, the CCD camera 211 captures an image including two light emitting elements
221 (two light emitting points) of the sensor bar 220. In addition, the controller 210 internally
includes a wireless communication unit, and sequentially transmits information of the captured
image to the information processing apparatus 100 by wireless communication. Then, the
information processing apparatus 100 appropriately acquires the position, the orientation, and
the like of the controller 210 based on the positional relationship and the like of the two light
emitting points in the image sent from the controller 210. For example, the CPU 101, the image
processing unit 107, etc. analyze the positional relationship etc. of the two light emitting points
seen from the controller 210, and calculate the spatial position of the controller 210 and the
direction of the tip (longitudinal axis direction) Finally, it is acquired where on the screen the
player is operating the controller 210 and the like. The measurement of the position or the like
of the controller 210 is performed, for example, every vertical synchronization interrupt (1/60
seconds).
[0046]
In addition, the controller 210 internally includes a 3-axis acceleration sensor, and can measure
movement of the controller 210 in the 3-axis direction. The movement of the controller 210 may
be measured by an angular velocity sensor, a tilt sensor, or the like instead of such an
acceleration sensor. The controller 210 sequentially transmits such measurement results (for
example, acceleration information for each of the three axes) to the information processing
apparatus 100. Then, the information processing apparatus 100 detects the movement of the
controller 210 based on the measurement result sent from the controller 210. For example, the
player acquires an operation such as shaking, twisting, or poke the controller 210 and the
moving direction thereof. Note that such detection of the movement of the controller 210 is also
performed, for example, for each vertical synchronization interrupt.
[0047]
A cross key 212 is disposed on the top surface of the controller 210, and the player can input an
instruction specifying an arbitrary direction. In addition, an A button 213 and various buttons
215 are also disposed on the top surface of the controller 210, and the player can perform
instruction input associated with these buttons.
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[0048]
On the other hand, the B button 214 is disposed on the lower surface of the controller 210. The
B button 214 has a depression on the surface to be pressed, and the player can operate so as to
pull the trigger.
[0049]
A plurality of small holes 216 are provided on the top surface of the controller 210 so that clear
audio can be output from the speaker embedded inside.
[0050]
The indicator 217 on the upper surface of the controller 210 appropriately lights so that the
player can identify even when a plurality of controllers 210 are used.
Further, the power button 218 prepared on the top surface of the controller 210 instructs, for
example, the power on / off of the information processing apparatus 100.
[0051]
Furthermore, a vibration mechanism such as a vibrator is disposed inside the controller 210, and
in response to the instruction information sent from the information processing apparatus 100,
vibration can also be generated.
[0052]
As described above, the combination of the controller 210 and the sensor bar 220 can obtain the
operation, the position, and the like of the controller 210.
The measurement of the position of the controller 210 or the like is not limited to the method in
which the CCD camera 211 captures an image of the light emitting point (light emitting element
221) of the sensor bar 220, and other methods are also applicable. For example, the position of
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the controller 210 or the like may be determined from the time difference of wireless
communication between two points via the sensor bar 220 or the like, or the controller 210 or
the like according to the principle of triangulation using ultrasonic waves or infrared rays. The
position of may be determined.
[0053]
It returns to the explanation of FIG. Data representing the progress of the game is rewritably
stored in the external memory 106 detachably connected via the interface 104. The player can
appropriately record these data in the external memory 106 by, for example, performing an
instruction input via the controller unit 105.
[0054]
The DVD-ROM mounted on the DVD-ROM drive 108 stores a program for realizing the game and
image data and audio data attached to the game. Under the control of the CPU 101, the DVDROM drive 108 performs read processing on the DVD-ROM mounted thereto to read out
necessary programs and data, which are temporarily stored in the RAM 103 or the like.
[0055]
The image processing unit 107 processes the data read from the DVD-ROM by an image
operation processor (not shown) provided in the CPU 101 or the image processing unit 107, and
then processes the data in a frame memory (image processing unit 107). (Not shown). The image
information recorded in the frame memory is converted to a video signal at a predetermined
synchronization timing and output to the display 290. This makes it possible to display various
images.
[0056]
The image operation processor can execute two-dimensional image superposition operation,
transmission operation such as α blending, and various saturation operations at high speed. In
addition, the polygon information to which various texture information is added, which is
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disposed in the virtual three-dimensional space, is rendered by the Z-buffer method, and a
rendered image obtained by looking over a polygon disposed in the virtual three-dimensional
space from a predetermined viewpoint position High speed execution of the operation to be
obtained is also possible. In particular, the function of calculating the degree of illumination of a
polygon by a typical (positive) light source such as a point light source, a parallel light source,
and a conical light source is library-ized or hardware-ized and can be calculated at high speed.
[0057]
In addition, by cooperative operation of the CPU 101 and the image processing processor, a
character string can be drawn as a two-dimensional image on a frame memory or drawn on the
surface of each polygon according to font information that defines the shape of the character. It
is possible. Although the font information is recorded in the ROM 102, it is also possible to use
dedicated font information recorded in the DVD-ROM.
[0058]
The NIC 109 is for connecting the information processing apparatus 100 to a computer
communication network (not shown) such as the Internet, and is a 10BASE-T / 100BASE-T
standard used when configuring a LAN (Local Area Network). In order to connect to the Internet
using an analog modem for connecting to the Internet using a telephone line, an integrated
services digital network (ISDN) modem, an asymmetric digital subscriber line modem (ADSL)
modem, or a cable television line. , And an interface (not shown) that makes them interact with
the CPU 101.
[0059]
The audio processing unit 110 converts audio data read from the DVD-ROM into an analog
signal, and outputs the analog signal from a speaker (not shown) connected to the audio
processing unit 110.
Further, under the control of the CPU 101, the sound processing unit 110 generates sound
effects and sound data to be generated during control of the game, and causes the speaker to
output a sound corresponding thereto.
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[0060]
When the audio data recorded on the DVD-ROM is MIDI data, the audio processing unit 110
converts the MIDI data into PCM data by referring to the sound source data that the audio data
has. Further, when the audio data is compressed audio data such as ADPCM format or Ogg
Vorbis format, the audio processing unit 110 expands this and converts it into PCM data. The
PCM data is subjected to D / A (Digital / Analog) conversion at a timing according to the
sampling frequency, and is output to a speaker or the like to enable audio output.
[0061]
Further, the audio processing unit 110 performs A / D (Analog / Digital) conversion on an analog
signal input from a microphone (not shown) at an appropriate sampling frequency to generate a
PCM format digital signal.
[0062]
The RTC 111 is a clocking device including a quartz oscillator, an oscillation circuit, and the like.
The RTC 111 is supplied with power from a built-in battery, and continues to operate even when
the power of the information processing apparatus 100 is off.
[0063]
In addition, the information processing apparatus 100 performs the same function as the ROM
102, the RAM 103, the external memory 106, and the DVD-ROM mounted on the DVD-ROM
drive 108 using a large-capacity external storage device such as a hard disk. You may configure
it.
[0064]
(Configuration of Game Device) Next, the configuration of each part of the game device 300 of
the present embodiment will be described with reference to the drawings.
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The game apparatus 300 is described as an apparatus for executing a role playing game played
simultaneously by two players.
[0065]
As shown in FIG. 3, the game apparatus 300 includes a detection unit 301, a specification unit
302, a selection unit 303, and an output unit 304.
[0066]
The detection unit 301 detects the positions of two players and the positions of a plurality of
speakers.
The detection unit 301 is realized by, for example, the CPU 101, the interface 104, the controller
unit 105, the image processing unit 107, the audio processing unit 110, and the like.
[0067]
The identifying unit 302 identifies, of the two players, a listening player who listens to a voice.
The identifying unit 302 is realized by the CPU 101, for example.
[0068]
The selection unit 303 selects the first speaker and the second speaker from the plurality of
speakers based on the detected position. The first speaker is a speaker that outputs a first sound
to the listening player, and the second speaker cancels out the first sound at positions of nonlistening players other than the listening player. It is a speaker which outputs the sound of 2. The
selection unit 303 is realized by the CPU 101, for example.
[0069]
The output unit 304 causes the selected first speaker to output the first sound, and causes the
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selected second speaker to output the second sound. The output unit 304 is realized by, for
example, the CPU 101 and the audio processing unit 110.
[0070]
(Operation of Game Device) Next, the operation of the game device 300 according to the present
embodiment will be described with reference to the drawings. FIG. 4 is a flowchart showing a
game control process performed by the game device 300 according to the present embodiment.
The game control process shown in FIG. 4 is a process that is continuously executed while the
power of the game apparatus 300 is on.
[0071]
First, the CPU 101 detects the position of the player and the position of the speaker (step S101).
Here, the procedure for detecting the position of the player and the position of the speaker will
be described with reference to FIG. In the present embodiment, the relative position of the player
with respect to the game apparatus 300 is taken as the position of the player, and the relative
position of the speaker with respect to the game apparatus 300 is taken as the position of the
speaker. The CPU 101 is described as detecting the position of the speaker after detecting the
position of the player.
[0072]
As shown in FIG. 5, speakers 511 to 515 are disposed around the player 531 as the first player
and the player 532 as the second player. The player 531 holds the microphone 521, and the
player 532 holds the microphone 522. Here, the speakers 511 to 515 and the microphones 521
and 522 are connected to the audio processing unit 110 of the game device 300, respectively.
[0073]
First, the CPU 101 causes the player 531 to image the sensor bar 220 using the controller 210.
Then, the CPU 101 obtains the relative position of the controller 210 with respect to the display
290 based on the positions, the brightness, and the like of the two light emitting elements 221 in
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the image obtained by imaging. Similarly, the CPU 101 causes the player 532 to image the
sensor bar 220 using the controller 210, and determines the relative position of the controller
210 with respect to the display 290 from the image obtained by the imaging. Here, the
determined position of the controller 210 is treated as the position of the player 531 or the
player 532 holding the controller 210.
[0074]
Next, the CPU 101 outputs a predetermined sound from the speaker 511 and causes the
microphone 521 and the microphone 522 to collect the sound. Then, the CPU 101 analyzes
audio data obtained by converting an analog audio signal supplied from the microphone 521 and
audio data obtained by converting an analog audio signal supplied from the microphone 522.
Then, the CPU 101 obtains the relative position of the speaker 511 with respect to the
microphone 521 and the microphone 522 from the volume and phase obtained by the analysis.
Here, the position of the player 531 and the position of the player 532 have already been
obtained. Therefore, the CPU 101 treats the position of the microphone 521 as the position of
the player 531, and treats the position of the microphone 522 as the position of the player 532,
based on the relative position of the speaker 511 with respect to the microphone 521 and the
microphone 522. The position of the speaker 511 can be determined. Similarly, the CPU 101
causes each of the speakers 512 to 515 to output a predetermined sound, and obtains the
positions of the speakers 512 to 515 based on the obtained sound data.
[0075]
After completing the process of step S101, the CPU 101 determines whether a sound effect
output event has occurred (step S102). The sound effect output event is an event for outputting a
sound effect to any one of the player 531 and the player 532. For example, it can be a sound
effect output event that any player acquires an item or that any player acquires a score
exceeding a predetermined score.
[0076]
When the CPU 101 determines that the sound effect output event has not occurred (step S102:
NO), the CPU 101 further executes the process of step S102. On the other hand, when
determining that the sound effect output event has occurred (step S102: YES), the CPU 101
09-05-2019
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specifies a listening player (step S103). The listening player is a target player to which a sound
effect corresponding to the sound effect output event is output in the sound effect output event.
In the present embodiment, the listening player is described as the player 531.
[0077]
When the process of step S103 is completed, the CPU 101 selects the first speaker from the
speakers 511 to 515 (step S104). The first speaker is a speaker that generates a first sound that
is a sound effect corresponding to the sound effect output event. Digital audio data representing
the first audio is stored in advance in a DVD-ROM or the like.
[0078]
Here, with reference to FIG. 6, a method of selecting the first speaker from the speakers 511 to
515 will be described.
[0079]
FIG. 6 shows the positional relationship between the speakers 511 to 515 and the players 531
and 532.
6, the position of the speaker 511 is shown as S1, the position of the speaker 512 as S2, the
position of the speaker 513 as S3, the position of the speaker 514 as S4, and the position of the
speaker 515 as S5. Further, the position of the player 531 is shown as P1, and the position of the
player 532 is shown as P2.
[0080]
First, the CPU 101 calculates the ratio of D21 which is the distance from S1 to P2 to D11 which
is the distance from S1 to P1, the ratio of D22 which is the distance from S1 to P2 to the distance
from S2 to P1. The ratio of D23, which is the distance from S3 to P2 to D13, which is the
distance from S3 to P1, the ratio of D24, which is the distance from S4 to P2, to D14, which is
the distance from S4 to P1, and The ratio of D25 which is the distance from S5 to P2 to D15
which is the distance of Then, the CPU 101 identifies the largest one of the obtained ratios. In the
09-05-2019
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present embodiment, the ratio of D24 to D14 is the largest. In this case, the speaker 514 is
selected as the first speaker. In addition, the speaker 514 is a speaker whose distance to a
listening player is comparatively near, and the distance to a non-listening player is comparatively
long.
[0081]
When the process of step S104 is completed, the CPU 101 selects the second speaker from the
speakers 511 to 513 515 (step S105). The second speaker is a speaker that generates a second
sound. The second sound is a sound that cancels out the first sound at the position of the nonlistening player. Digital audio data representing the second audio is generated based on digital
audio data representing the first audio.
[0082]
Here, referring to FIG. 7, a method of selecting the second speaker from the speakers 511 to 513
and 515 will be described.
[0083]
FIG. 7 shows the positional relationship between the speakers 511 to 515 and the players 531
and 532.
7, the position of the speaker 511 is shown as S1, the position of the speaker 512 as S2, the
position of the speaker 513 as S3, the position of the speaker 514 as S4, and the position of the
speaker 515 as S5. Further, the position of the player 531 is shown as P1, and the position of the
player 532 is shown as P2.
[0084]
First, when the CPU 101 generates a first voice from S4, and generates a second voice that most
cancels out the first voice at P2 from S1, the first voice and the second voice are generated. A
distance D1 to P1 is obtained from L41 which is a line that most cancels the voice. Also, when
the CPU 101 generates a first voice from S4, and generates a second voice that most cancels out
09-05-2019
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the first voice at P2, the first voice and the second voice are generated. A distance D2 to P1 is
obtained from L42 which is a line which most cancels the voice. Then, when the CPU 101
generates a first sound from S4, and generates a second sound that most cancels out the first
sound at P2 from S3, the first sound and the second sound are generated. A distance D3 to P1 is
determined from L43 which is a line which most cancels the voice. Furthermore, when the CPU
101 generates a first voice from S4, and generates a second voice that most cancels out the first
voice at P2 from S5, the first voice and the second voice are generated. A distance D5 from the
line L45, which is the line that most cancels the voice, to the point P1 is determined.
[0085]
Then, the CPU 101 obtains the largest one of D1 to D3. In the present embodiment, D3 is the
largest. In this case, the speaker 513 is selected as the second speaker. When the speaker 513
generates the second sound such that the first sound and the second sound most cancel each
other at the position of the non-listening player, the second sound at the position of the listening
player The speaker is considered to be relatively less affected by the L41 is a locus with a
constant difference between the distance from S4 and the distance from S1, and is a locus
including P2. L42 is a locus in which the difference between the distance from S4 and the
distance from S2 is constant, and is a locus including P2. And L43 is a locus where the difference
between the distance from S4 and the distance from S3 is constant, and is a locus including P2.
Furthermore, L45 is a locus in which the difference between the distance from S4 and the
distance from S5 is constant, and is a locus including P2.
[0086]
When the process of step S105 is completed, the CPU 101 adjusts the output timing of the
second sound (step S106), and then adjusts the output level of the second sound (step S107).
Here, with reference to FIGS. 8A and 8B, a method of adjusting the output timing of the second
voice and the output level of the second voice will be described.
[0087]
First, it is assumed that the function representing the first voice is V1 (t) whose waveform is
indicated by a solid line in FIG. 8A. Here, if it is assumed that the second voice is a voice of the
opposite phase of the first voice, the function representing the second voice is −V 1 (t) whose
09-05-2019
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waveform is indicated by a dotted line in FIG. 8A. Here, when the first voice is output from S4
and the second voice is output from S3, the first voice and the second voice are generated at the
same position as the distance from S4 and the distance from S3. The voices are the most
canceled out.
[0088]
On the other hand, in P2, it is necessary to adjust the output timing of the second voice in order
to make the first voice and the second voice most cancel each other. That is, a function
representing the second speech is set to -V1 (t-t0) whose waveform is indicated by a dotted line
in Fig. 8B. Here, t0 represents a time obtained by dividing the distance between the distance from
S4 to P2 and the distance from S3 to P2 by the speed of sound.
[0089]
Furthermore, at P 2, it is necessary to adjust the output level of the second voice in order to make
the first voice and the second voice most cancel each other. That is, a function representing the
second speech is set to -KV1 (t-t0) whose waveform is indicated by a solid line in FIG. 8B. Here, K
represents a value obtained by dividing the square of the distance from S3 to P2 by the square of
the distance from S4 to P2. This is determined based on the reason that the sound decreases in
inverse proportion to the square of the distance from the sound source.
[0090]
After all, assuming that the function representing the first voice output from S4 is V1 (t) and the
function representing the second voice output from S3 is -KV1 (t-t0), L43 on the line including
P2 is In position, in theory you can not hear speech. As described above, by adjusting the output
timing of the second sound and the output level of the second sound, it is possible to prevent the
user from hearing the sound emitted to the listening player at the position of the non-listening
player. .
[0091]
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25
When the process of step S107 ends, the CPU 101 outputs the first voice and the second voice
(step S108). Specifically, the CPU 101 controls the audio processing unit 110 to cause the
speaker 514 to output the first audio represented by V1 (t) and the first audio represented by KV1 (t-t0). The sound of 2 is output to the speaker 513.
[0092]
When the process of step S108 ends, the CPU 101 returns the process to step S102.
[0093]
According to the game device 300 according to the present embodiment, the speaker having the
largest ratio of the distance to the non-listening player who does not want to hear the first voice
to the distance to the listening player who wants to hear the first voice is the first speaker. Is
selected as the first speaker that outputs the sound of
Therefore, even if the second speaker cancels out the first sound at the position of the nonlistening player, the influence of the second sound at the position of the listening player is
reduced. Be expected. Further, according to the game device 300 according to the present
embodiment, the speaker in which the distance from the line where the first sound and the
second sound most cancel each other to the listening player is the farthest is selected as the
second speaker. Be done. For this reason, it is expected that the influence of the second voice on
the position of the listening player is further reduced. Further, according to the game device 300
according to the present embodiment, the output timing of the second sound and the second
sound are such that the first sound and the second sound most cancel each other at the position
of the non-listening player. The output level of is adjusted. Therefore, it is possible to prevent the
first voice from being heard at the position of the non-listening player.
[0094]
Second Embodiment The game device 300 according to the first embodiment shows an example
in which the second speaker is selected after the first speaker is selected. However, the order of
selecting the first and second speakers may be reversed. Hereinafter, an embodiment in which
the first speaker is selected after the second speaker is selected will be described.
09-05-2019
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[0095]
(Configuration of Game Device) The configuration of each part of the game device 300 according
to the present embodiment will be described with reference to the drawings. The configuration of
the game apparatus 300 according to the present embodiment is basically the same as that of the
game apparatus 300 according to the first embodiment.
[0096]
That is, as shown in FIG. 3, the game apparatus 300 includes a detection unit 301, a specification
unit 302, a selection unit 303, and an output unit 304.
[0097]
The detection unit 301 detects the positions of two players and the positions of a plurality of
speakers.
The detection unit 301 is realized by, for example, the CPU 101, the interface 104, the controller
unit 105, the image processing unit 107, the audio processing unit 110, and the like.
[0098]
The identifying unit 302 identifies, of the two players, a listening player who listens to a voice.
The identifying unit 302 is realized by the CPU 101, for example.
[0099]
The selection unit 303 selects the first speaker and the second speaker from the plurality of
speakers based on the detected position. The first speaker is a speaker that outputs a first sound
to the listening player, and the second speaker cancels out the first sound at positions of nonlistening players other than the listening player. It is a speaker which outputs the sound of 2.
Here, the selection unit 303 selects a speaker with the smallest ratio of the distance to the nonlistening player to the distance to the listening player as the second speaker. The selection unit
09-05-2019
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303 is realized by the CPU 101, for example.
[0100]
The output unit 304 causes the selected first speaker to output the first sound, and causes the
selected second speaker to output the second sound. The output unit 304 is realized by, for
example, the CPU 101 and the audio processing unit 110.
[0101]
(Operation of Game Device) Next, the operation of the game device 300 according to the present
embodiment will be described with reference to the drawings. FIG. 9 is a flowchart showing a
game control process performed by the game device 300 according to the present embodiment.
The game control process shown in FIG. 9 is a process that is continuously executed while the
power of the game apparatus 300 is on.
[0102]
First, the CPU 101 detects the position of the player and the position of the speaker (step S201).
Also in the present embodiment, it is assumed that the position of the player is obtained by the
player analyzing the image obtained by imaging the sensor bar 220 using the controller 210.
Further, the position of the speaker is obtained by analyzing audio data obtained by converting
an analog audio signal supplied from a microphone that is held by the player and collects the
audio output from the speaker.
[0103]
After completing the process of step S201, the CPU 101 determines whether a sound effect
output event has occurred (step S202).
[0104]
If the CPU 101 determines that a sound effect output event has not occurred (step S202: NO), it
09-05-2019
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further executes the process of step S202.
On the other hand, when determining that the sound effect output event has occurred (step
S202: YES), the CPU 101 specifies a listening player (step S203). Also in the present
embodiment, the listening player is described as the player 531.
[0105]
When the process of step S203 is completed, the CPU 101 selects the second speaker from the
speakers 511 to 515 (step S204). The second speaker is a speaker that generates a second
sound. The second sound is a sound that cancels out the first sound at the position of the nonlistening player. Digital audio data representing the second audio is generated based on digital
audio data representing the first audio.
[0106]
Here, with reference to FIG. 10, a method of selecting the second speaker from the speakers 511
to 515 will be described.
[0107]
FIG. 10 shows the positional relationship between the speakers 511 to 515 and the players 531
and 532.
In FIG. 10, the position of the speaker 511 is S1, the position of the speaker 512 is S2, the
position of the speaker 513 is S3, the position of the speaker 514 is S4, and the position of the
speaker 515 is S5. Further, the position of the player 531 is shown as P1, and the position of the
player 532 is shown as P2.
[0108]
First, the CPU 101 calculates the ratio of D21 which is the distance from S1 to P2 to D11 which
is the distance from S1 to P1, the ratio of D22 which is the distance from S1 to P2 to the distance
09-05-2019
29
from S2 to P1. The ratio of D23, which is the distance from S3 to P2 to D13, which is the
distance from S3 to P1, the ratio of D24, which is the distance from S4 to P2, to D14 that is the
distance from S4 to P1, and S5 to P1 The ratio of D25 which is the distance from S5 to P2 to D15
which is the distance of Then, the CPU 101 specifies the smallest ratio among the calculated
ratios. In the present embodiment, the ratio of D23 to D13 is the smallest. In this case, the
speaker 513 is selected as the second speaker. The speaker 513 is a speaker in which the
distance to the listening player is relatively long and the distance to the non-listening player is
relatively close.
[0109]
When the process of step S204 is completed, the CPU 101 selects the first speaker from the
speakers 511 to 513 515 (step S205). The first speaker is a speaker that generates a first sound
that is a sound effect corresponding to the sound effect output event. Digital audio data
representing the first audio is stored in advance in a DVD-ROM or the like.
[0110]
Here, referring to FIG. 11, a method of selecting the first speaker from the speakers 511, 512,
514, and 515 will be described.
[0111]
FIG. 11 shows the positional relationship between the speakers 511 to 515 and the players 531
and 532.
11, the position of the speaker 511 is S1, the position of the speaker 512 is S2, the position of
the speaker 513 is S3, the position of the speaker 514 is S4, and the position of the speaker 515
is S5. Further, the position of the player 531 is shown as P1, and the position of the player 532 is
shown as P2.
[0112]
First, the CPU 101 obtains D31 which is a distance from P3 to P1, D32 which is a distance from
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P3 to P2, D34 which is a distance from P3 to P4, and D35 which is a distance from P3 to P5.
Then, the CPU 101 identifies the largest one of D31, D32, D34, and D35. In the present
embodiment, D35 is the largest. In this case, the speaker 515 is selected as the first speaker.
When the speaker 515 is the speaker with the largest distance from the speaker 513 and the
second sound is generated such that the first sound and the second sound most cancel each
other at the position of the non-listening player. The speaker is considered to be relatively less
affected by the second voice at the position of the listening player.
[0113]
When the process of step S205 is completed, the CPU 101 adjusts the output timing of the
second voice (step S206), and then adjusts the output level of the second voice (step S207). Here,
the method of adjusting the output timing of the second voice and the output level of the second
voice is as described in the first embodiment. That is, assuming that the function representing the
first speech is V1 (t), the function representing the second speech is −KV1 (t−t0). As described
above, by adjusting the output timing of the second sound and the output level of the second
sound, it is possible to prevent the user from hearing the sound emitted to the listening player at
the position of the non-listening player. .
[0114]
When the process of step S207 ends, the CPU 101 outputs the first voice and the second voice
(step S208). Specifically, the CPU 101 controls the audio processing unit 110 to cause the
speaker 515 to output the first audio represented by V1 (t) and the first audio represented by KV1 (t-t0). The sound of 2 is output to the speaker 513.
[0115]
When the process of step S208 is completed, the CPU 101 returns the process to step S202.
[0116]
According to the game device 300 according to the present embodiment, the ratio of the distance
to the non-listening player who does not want to hear the first voice to the distance to the
listening player who wants to hear the first voice is second speaker Is selected as the second
09-05-2019
31
speaker that outputs the sound of
Therefore, even if the second speaker cancels out the first sound at the position of the nonlistening player, the influence of the second sound at the position of the listening player is
reduced. Be expected. Further, according to the game device 300 according to the present
embodiment, the speaker with the longest distance from the second speaker is selected as the
first speaker. For this reason, it is expected that the influence of the second voice on the position
of the listening player is further reduced. Further, according to the game device 300 according to
the present embodiment, the output timing of the second sound and the second sound are such
that the first sound and the second sound most cancel each other at the position of the nonlistening player. The output level of is adjusted. Therefore, it is possible to prevent the first voice
from being heard at the position of the non-listening player.
[0117]
(Modification) In the first and second embodiments, the image output from the imaging device
held by the player is analyzed to specify the position of the player, held by the player, and the
sound output from the speaker is collected. The voice data output from the microphone is
analyzed to specify the position of the speaker. However, devices such as an imaging device,
depth sensor, or microphone are installed near the game device, and the game device analyzes
the signals output from these devices and specifies the position of the player and the position of
the speaker. It may be a configuration.
[0118]
Also, the position of the player and the position of the speaker may be determined in advance. In
this case, information indicating the position of the player or the position of the speaker may be
stored in the DVD-ROM or the like. Further, information indicating the position of the player or
the position of the speaker may be accepted from the player via the controller unit 105.
[0119]
In the first and second embodiments, an example is shown in which the first sound to be given to
the listening player is completely canceled by the second sound at the position of the non-
09-05-2019
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listening player. However, for example, the output timing of the second sound and the output
level of the second sound may be appropriately adjusted such that the influence of the second
sound at the position of the listening player is minimized. Even in such a case, the effects of the
present invention can be obtained.
[0120]
The method of selecting the first speaker or the second speaker is not limited to the method
disclosed in the first and second embodiments. Note that the first speaker and the second
speaker are selected such that the first sound is canceled as much as possible at the position of
the non-listening player, and the second sound is not affected at the position of the listening
player. Is desirable.
[0121]
As described above, according to the present invention, a game device, a game control method,
and a computer-implemented method suitable for outputting the sound so as not to be heard by
players other than the player who wants to hear the sound as much as possible. Can provide a
program to
[0122]
100 information processing apparatus 101 CPU 102 ROM 103 RAM 104 interface 105
controller unit 106 external memory 107 image processing unit 108 DVD-ROM drive 109 NIC
110 audio processing unit 111 RTC 210 controller 211 CCD camera 212 cross key 213 A button
214 B button 215 button 216 hole 217 indicator 218 power button 220 sensor bar 221 light
emitting element 290 display 300 game device 301 detection unit 302 identification unit 303
selection unit 304 output unit 511 to 515 speaker 521, 522 microphone 531, 532 player
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