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JPH06285258

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This translation is machine-generated. It cannot be guaranteed that it is intelligible, accurate,
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DESCRIPTION JPH06285258
[0001]
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a
video game machine having a sound image localization function for making it feel as if a sound
image is localized at a desired position different from an actual transducer (speaker), and in
particular The present invention relates to a video game machine capable of reproducing a
realistic sound image without using a reproduction device.
[0002]
2. Description of the Related Art Conventionally, in amusement machines such as video game
machines (TV game machines), not only development from the video (image) side is made, but
also faces of audio (sound) synchronized with the video (image). The development from was also
done. For example, in order to make the game more realistic, there has been an attempt to
control not only a mere stereo sound but also the position of the sound image (the direction of
the sound heard by the game operator) according to the game development.
[0003]
As a sound image localization method for causing a sound source to be felt at such a specific
position (specific direction), for example, there is a "sound image formation method and
apparatus thereof" described in JP-A-2-298200. In this process, the signal from the sound source
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is subjected to FFT (Fast Fourier Transform) conversion and processed on the frequency axis, and
the level difference and phase difference depending on the frequency are given to both left and
right channel signals to digitally localize the sound image. Control. The frequency dependent
level difference and phase difference at each sound image localization position of this device are
collected as experimental data (psychological data) using an actual listener. Further, in the
"interactive video game apparatus" described in JP-A-4-242684, transfer characteristics
(coefficients) for sound image localization in the 3 o'clock direction and the 9 o'clock direction
(90-degree position direction from the front) ), And the reproduction sound at the front position
and the reproduction sound localized at the 3 o'clock direction (or the direction at 9 o'clock) are
substantially pan pot processed to localize the sound image (ie both The mixing ratio of was
changed and localized at the middle position).
[0004]
In addition, the applicant has invented a new sound image localization method as an alternative
to the above sound image localization method, "Method of sound image localization control"
(filing date: November 30, 1992) "Sound image localization control device" (Filing date:
December 18, 1992) etc. In this sound image localization method, the signal from the sound
source is subjected to convolution calculation processing on the time axis by a pair of convolvers
to localize the sound image, and the transfer characteristic (coefficient of convolver) for sound
image localization is finally obtained on the time axis It is the data of the above IR (impulse
response). Then, it has been attempted to reproduce a more realistic sound image by using such
a sound image localization method (and its apparatus) for a video game machine for business
use. That is, in accordance with the operation of the game operator, the signal processing is
performed in the video game machine so that the position of the sound image matching the game
development at that time is reproduced.
[0005]
However, in a conventional game machine in which a video game machine is provided with a
sound image processing apparatus for executing the above-described sound image localization
method, reproduction of a sound image according to the operation (game development) of the
game operator On the other hand, a special playback device for sound image localization
processing (a circuit that digitally processes the level difference and phase difference depending
on frequency, a pair of convolvers to perform convolution operation processing, etc.) is required,
so it is inexpensive. There is a problem in price and performance in order to implement it on a
consumer video game console. Furthermore, consumer video game machines need to maintain
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compatibility with video game machines already in use, and from this aspect as well, it is
necessary to use a special playback device for sound image localization processing. It was a
problem.
[0006]
There is also an attempt to execute the above-described sound image localization method at the
time of creating the game software so that audio data subjected to sound image processing in
advance is reproduced on the video game machine side. However, it is not realistic to prepare all
the audio data according to the game operator's operation (game development), and only the
sound image reproduction of the limited sound image path can be performed, so the reproduced
sound tends to be monotonous. As a video game machine, I was not always able to get a
satisfying sense of reality. Therefore, the present invention is to provide an inexpensive video
game machine capable of reproducing a realistic sound image without using a special
reproducing device and being inexpensive.
[0007]
SUMMARY OF THE INVENTION In order to solve the above problems, the present invention, as
shown in FIG. 1 to FIG. 3, reproduces a predetermined image, and a pair of transducers disposed
apart from each other. A video game machine which reproduces a signal subjected to sound
image localization processing in advance from speakers (sp1, sp2) and makes the game operator
(M) feel as if the sound image is localized at a predetermined position, and different sound image
paths A plurality of stereo sound source information (for example, as shown in FIG. 6) which has
been subjected to sound image localization processing in advance with respect to the game
operator (for example, three sound image paths R, C, L on the left and right and center). Is a
stereo signal that has been convoluted so that the sound source is a pair of convolvers 33 and 34
and the sound image path is R, C, L, and PCM audio data stored in a CD / ROM or a cassette for
games Means for selecting stereo sound source information of two adjacent sound image paths
(for example, stereo sound source information processed to become sound image path R and
sound image path C) according to the game development (sound source and sound image path
selection means 16a Means for reproducing with the pair of transducers while crossfading /
mixing the selected two stereo sound source information according to the sound image position
(for example, while continuously increasing or decreasing the mixing ratio according to the
movement of the sound image) Video game machine (TV game machine) characterized by
comprising (cross fade control means 16b, first stereo PCM sound source 17, second stereo PCM
sound source 18, volume changing means 21 and 22 for cross fade) To provide
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[0008]
According to the video game machine as described above, stereo sound source information,
which has been subjected to sound image processing in advance so as to form a predetermined
sound image path, is reproduced from a pair of spaced transducers (speakers sp1 and sp2). Be
done.
The stereo sound source (sound) reproduced from the pair of transducers is sound image
localized so that the sound source is located at the desired position subjected to sound image
processing, with the crosstalk to both ears canceled, and is heard by the game operator M . At
this time, the selected two pieces of stereo sound source information are mixed or cross-faded at
a timing interval (ratio) according to the sound image position change, and reproduced by the
pair of transducers. Therefore, unlike the case where sound images at different positions are
simply subjected to mixing processing or the case where the sound image path is mechanically
switched, a sound image (sound) full of sense of reality matching the game development is
reproduced.
[0009]
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT An embodiment of a video game
machine according to the present invention will be described below with reference to the
drawings. First, stereo sound source information subjected to sound image processing so as to be
a predetermined sound image path, that is, the basic principle of sound image localization control
will be described. The basic principle is to use a pair of spaced transducers (speakers) to localize
the sound image at an arbitrary position in space.
[0010]
FIG. 8 is a principle view of sound image localization. sp1 and sp2 are speakers disposed on the
front left and right of the listener, and the head transmission characteristic (impulse response)
from the speaker sp1 to the listener's left ear is h1 L, the head transmission characteristic to the
right ear is h1 R, and the speaker sp2 Let h2L and h2R be the head transmission characteristics
from the left to right ears. In addition, head transmission characteristics to the listener (M) left
and right ears when an actual speaker is disposed at a target localization position x are pLx and
pRx. Here, each transfer characteristic is actually measured and subjected to appropriate
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waveform processing and the like in the acoustic space by the speaker and the microphone
located at the both-ear position of the dummy head (or human head).
[0011]
Next, it is considered that the signals obtained by passing the sound source (source) X to be
localized through the signal conversion devices cfLx and cfRx (transmission characteristics by a
convolver etc.) are reproduced by the speakers sp1 and sp2, respectively. At this time, assuming
that the signals obtained to the listener's left and right ears are eL and eR, eL = h1L.cfLx.X +
h2L.cfRx.X (Equation 1) eR = h1R.cfLx.X + h2R.cfRx.X (〃) One, the sound source X Assuming
that the signals obtained to the left and right ears of the listener when reproducing from the
target localization position are dL and dR, dL = pLx · X (Equation 2) dR = pRx · X (〃)
[0012]
Here, if the signals obtained from the left and right ears of the listener by the reproduction of the
speakers sp1 and sp2 match the signals when the sound source is reproduced from the target
position, the listener sounds as if the speakers exist at the target position. It will be recognized.
From this condition eL = dL, eR = dR and (Eq. 1) and (Eq. 2), X is eliminated and h1L · cfLx + h2L ·
cfRx = pLx (Equation 3) h1R · cfLx + h2R · cfRx = pRx (〃) And cfLx = (h2R.pLx-h2L.pRx) / H
(Equation 4a) cfRx = (-h1R.pLx + h1L.pRx) / H (〃) where H = h1L.h2R-h2L. h1R (equation 4b)
[0013]
Therefore, if the signal to be localized is processed by a convolver (convolution arithmetic
processing circuit) or the like using the transfer characteristics cfLx and cfRx calculated by
(Expression 4a) and (Expression 4b), the sound image is localized at the target position x. Can.
There are various ways of realizing a specific signal conversion device, but it may be realized
using a DSP (Digital Signal Processor) as an asymmetric FIR (Finite Impulse Response) digital
filter (convolver). The head transmission characteristics h1L, h1R, h2L, h2R by the speakers sp1
and sp2 to be arranged, and the head transmission characteristics pLx and pRx when the actual
speaker is arranged at the target localization position x are obtained. For example, IR (impulse
response) of each angle θ may be substituted for signal processing.
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[0014]
That is, for example, if the system configuration shown in FIG. 7A is described as an example,
since the head-related transfer characteristics h1L and h1R correspond to the position of the L
channel speaker, for example, 30.degree. If it is installed in), IR of θ = 330 degrees is used. Since
the head-related transfer characteristics h2R and h2L correspond to the positions of the R
channel speakers in the same figure, if the head transmission characteristics h2R and h2L are
installed at, for example, 30 degrees (θ = 30 degrees) from the front, (Ie, choose one close to the
system at the time of actual sound image reproduction). Furthermore, as shown in FIG. 7 (B), the
head-related transfer characteristics pLx and pRx are substituted by, for example, IR at every 7.5
degrees in a wide space (entire space) which is a target sound source localization position. , CfLx
and cfRx of the entire space corresponding to it, that is, 48 groups of convolver coefficients cfLx
and cfRx groups are obtained every 7.5 degrees, and sound image localization processing is
performed every 7.5 degrees (in FIG. 7A). , The position of 240 degrees as an example).
[0015]
Then, if convolutional processing is performed on signals from the same sound source (for
example, an airplane sound for a video game machine) with the convolver coefficients cfLx and
cfRx of the desired position, stereo sound source information for sound localization at the desired
position ( A digital signal reproducible by the PCM sound source device) is obtained. When the
stereo sound source information subjected to the arithmetic processing is reproduced by a pair
of spaced speakers (normal stereo), the sound image is localized at a desired position. By
processing the sound image localization position continuously changed in advance, a desired
sound image path (a sound image moving on) can be obtained. Details of this point are as follows.
FIGS. 5A to 5C are explanatory diagrams showing an example of a sound image path on which
sound image processing is performed in advance as stereo sound source information.
[0016]
The plural different sound image paths reproduced by the stereo sound source information of
this video game machine are, for example, as shown in FIG. , L, and by reproducing the sound
source-processed stereo sound source information, the sound image can be heard by the game
operator M as if the sound image (sound) moves on the sound image routes R, C, L. It is
processed. That is, for the basic sound source, convolution operation processing such that the
sound image is localized at each angular position based on the basic principle of sound image
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localization control described above, and a volume considering the distance d between the game
operator M and the sound image It is PCM audio data that has been subjected to control
processing, frequency processing (frequency pitch control) based on the Doppler effect in
consideration of the game operator M and the moving position of the sound image, etc., and can
be reproduced by the stereo PCM sound source device of the video game machine It is a digital
signal. The stereo sound source information is created by the stereo sound source information
creating device at the time of producing the game software, and is a storage medium for a video
game machine such as a CD / ROM or a game cassette as audio data (PCM audio data) of the
game software. It is recorded in (game software) and supplied.
[0017]
FIG. 6 shows an example of the configuration of a stereo sound source information creating
apparatus. A signal from a sound source (for example, an airplane sound for a video game
machine produced by the synthesizer 30) is processed by a pitch (frequency) control circuit 31, a
distance control circuit 32, and a pair of convolvers 33, 34 to be stereo sound source
information. Become. For example, the stereo sound source information for moving the sound
image along the sound image route R shown in FIG. 5A is the pitch (frequency) control circuit 31
and the Doppler effect when the sound comes close to the game operator M The pitch is
processed so as to make the sound high in consideration of and to be low when moving away
from the game operator M. Furthermore, in the distance control circuit 32, distance control
processing taking into consideration the distance d between the game operator M and the sound
image, for example, a small sound at a distant position and a large sound at a close position so as
to be inversely proportional to the distance d Volume control processing is performed.
[0018]
Then, a single (identical) sound source signal subjected to pitch control and distance control is
input to the pair of convolvers 33 and 34 and subjected to a convolution operation process. That
is, the coefficients cfLx and cfRx of the pair of convolvers 33 and 34 are switched in the order of
30 degrees → 37.5 degrees → 45 degrees → ... → 135 degrees → 142.5 degrees → 150 degrees
so that the sound image moves along the sound image path L. And convolution processing is
performed. Thus, stereo sound source information (PCM audio data) for an airplane sound
moving along the sound image path R is obtained. When the stereo sound source information is
reproduced by the PCM sound source device of the video game machine and reproduced by a
pair of spaced apart speakers (normal stereo), the game operator M hears the sound image along
the sound image path R It will be heard as the sound of a moving plane.
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[0019]
Similarly, stereo sound source information in which the sound of the plane sound travels through
the sound image paths L and C shown in FIG. 5A is created. Furthermore, when a missile sound is
required, a missile sound is produced by the synthesizer 10, and the sound image processing is
similarly performed by the pitch (frequency) control circuit 31, the distance control circuit 32,
and the pair of convolvers 33 and 34, and a plurality of sound images are generated. It is
considered as stereo sound source information according to the route. The stereo sound source
information subjected to the sound image processing is stored as game software data (PCM audio
data) in a storage medium for a video game machine such as a CD-ROM or a game cassette.
[0020]
Next, the configuration of a video game machine according to the present invention for
reproducing the above-described stereo sound source information and a system configuration
using the same will be described in detail with reference to FIGS. In FIG. 1, reference numeral 10
denotes a central processing unit (CPU) for executing game software. The central processing unit
10 includes a controller (operation paddle) CT operated by the game operator M and a ROM
storing the game software. And a game cassette 11 are connected via a paddle terminal and a bus
throttle. Furthermore, in the central processing unit 10, an interface (IF) 12 via an internal bus, a
graphic system processor (GSP) 13 for expressing a desired graphic image, and an FM sound
source (synthesizer for FM sound source) 14 It is connected. Further, connected to the interface
12 is a disc reproducing unit 15 for reproducing a CD / ROM on which game software (including
data such as the above-described stereo sound source information and the like) is recorded.
[0021]
Furthermore, the interface 12 is connected to the sub central processing unit 16 through an
internal bus. A pair of first stereo PCM sound sources (PCM sound source synthesizer) 17 and a
second stereo PCM sound source (PCM sound source synthesizer) 18 are connected to the sub
central processing unit 16 through a data bus. The stereo PCM sound source 17 and the stereo
PCM sound source 18 are circuits for demodulating and reproducing the above-mentioned stereo
sound source information (PCM audio data) as a stereo analog signal. A sound source RAM 19
and a sound source RAM 20 are connected to the stereo PCM sound source 17 and the stereo
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PCM sound source 18. The sound source RAM 19 and the sound source RAM 20 are connected
to the sub central processing unit 16 (a sound source and a sound image path to be described
later) which are supplied with large capacity stereo sound source information (PCM audio data)
supplied from the CD. It is a memory for temporarily storing under the control of the selection
means 16a), the stereo PCM sound source 17, and the stereo PCM sound source 18.
[0022]
In addition, two (two sets of) stereo signals reproduced by the stereo PCM sound source 17 and
the stereo PCM sound source 18 are respectively input to the sound volume variable units 21
and 22 and subjected to sound volume adjustment, and then the left and right signals are
respectively added. (I.e., crossfade-controlled) is input to the left and right volume changer 23.
Further, the sub central processing unit 16 comprises a sound source and sound image path
selection means 16a, a cross fade control means 16b, a sound source selection means 16c, and a
left and right volume control means 16d. The sound source and sound image path selection unit
16a is configured to generate stereo sound source information for two adjacent different sound
image paths (for example, stereo sound source information for an airplane sound processed to be
the sound image path R and the sound image path C described above) Based on an instruction
from the central processing unit 10 according to the game development, the data is read out in
advance from the CD-ROM and stored in the sound source RAM 19 and the sound source RAM
20. The cross fade control means 16 b reproduces and demodulates the stereo sound source
information stored in the sound source RAM 19 and the sound source RAM 20 by the stereo
PCM sound source 17 and the stereo PCM sound source 18 and changes the volume according
to an instruction from the central processing unit 10. Means 21 and 22 are controlled to perform
cross fading processing at an optimal timing interval.
[0023]
Reference numeral 24 denotes MIDI conversion means for converting the format of data supplied
from the CD / ROM into a predetermined MIDI (Musical Instrument Digital Interface) signal, and
the converted MIDI signal is input to the MIDI sound source 25 at the next stage. ing. An audio
signal reproduced by the MIDI sound source 25 is connected to a terminal side of the sound
source switching switch 26. An output from the FM sound source synthesizer 14 is connected to
the terminal b side of the sound source changeover switch 26 so as to be switched under the
control of (the sound source selection means 16c of) the sub central processing unit 16. It is
done. The audio signal (monaural signal) selected by the sound source changeover switch 26 is
added to the cross-faded signal from the stereo PCM sound sources 17 and 18 and is input to the
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left and right volume variable control means 23. The left and right volume control means 16d of
the sub central processing unit 16 finally controls the left and right volume balance of the left
and right volume changing means 23 and the amplified sound is outputted to the amplifiers 27,
28 and amplified.
[0024]
Then, the video game machine configured in this way is system-configured and used as shown in
FIG. A video reproducing apparatus (video monitor) DP for reproducing a video signal from the
graphic system processor 13 is disposed in front of the game operator M, and further, a
predetermined opening angle (this is referred to as the game operator M). Corresponds to the
head-related transfer function used when calculating convolver coefficients cfLx and cfRx for
sound image processing, and in the present embodiment, as shown in FIG. A pair of speakers sp1
and sp2 are disposed apart from each other. The audio signals from the amplifiers 27 and 28 are
reproduced from the pair of speakers sp1 and sp2. The controller (operation paddle) CT is
operated by the game operator M.
[0025]
Next, the operation of the video game machine configured as described above will be described.
When the game player M mounts the game CD / ROM on the disc playback unit 15 and operates
the controller CT, the game software is loaded from the game CD / ROM and executed by the
central processing unit 10 . Video display data and audio data are read according to the game
development, and stereo sound source information which is audio data is supplied to the sub
central processing unit 16. Then, an instruction signal for image creation is supplied to the
graphic system processor 13 to generate an image signal that forms a mosaic-like image
composed of a plurality of partial images, and the video playback device DP is generated as a
game video. Played with. The stereo sound source information is reproduced by the sub central
processing unit 16 from the pair of speakers sp1 and sp2 as sound matched with the video
(three-dimensional sound in which the sound image moves).
[0026]
Therefore, the operations involved in the sound image movement processing by the sound source
and sound image path selection means 16a and the cross fade control means 16b of the sub
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central processing unit 16 will be described in detail. 4A to 4C show examples of sound image
movement to be reproduced by the video game machine, and FIGS. 2A to 2C are explanatory
views of crossfade control for reproducing the sound image movement. 3A to 3C are diagrams
for explaining the movement of the sound image which is actually reproduced by switching the
sound image path by the cross fade control.
[0027]
The movement of the sound of the plane as shown in FIG. 4A (the movement of the sound image
corresponding to the plane moving so as to approach from the front of the game operator M and
jump over the right) corresponds to the central processing unit according to the game
development. It is assumed that the sub central processing unit 16 is instructed from 10. The
sound image path selecting unit 16a of the sub central processing unit 16 is configured to have
two (two sets) of stereo sound source information necessary to reproduce the movement of the
above-mentioned airplane sound, in this case, sound image path R and sound image path C. The
stereo sound source information (PCM audio data) of the two (two sets of) airplane sounds
processed in the above is read out from the CD ROM and stored in the sound source RAM 19 and
the sound source RAM 20 respectively. The stereo sound source information of the sound source
RAM 19 and the sound source RAM 20 is demodulated and reproduced by the first stereo PCM
sound source 17 and the second stereo PCM sound source 18 and input to the volume varying
means 21 and 22 to adjust the volume. To be added (cross faded).
[0028]
At this time, the cross fade control means 16b of the sub central processing unit 16 performs ta1
→ ta2 → ta3 as shown in FIG. 2 (A) so as to make the movement of the airplane sound as shown
in FIG. 4 (A) described above. Control the volume changing units 21 and 22 at the timing interval
between the stereo sound of the sound image path R from the first stereo PCM sound source 17
and the stereo sound of the sound image path C from the second stereo PCM sound source 18
Fade control. Then, the stereo sound subjected to the cross fade control processing is reproduced
from the pair of speakers sp1 and sp2 disposed apart from each other and heard by the game
operator M. Since the stereo sound to be reproduced is a signal previously subjected to sound
image processing as described above, the sound reproduced from the pair of speakers sp1 and
sp2 is canceled at the cross talk to both ears, and the sound source is at the preprocessed
position. The sound image is localized in a certain manner, and the game operator M is asked.
That is, the sense of movement of the sound image in the first half of the sound image path R
during the time ta1; the sense of movement of the sound image such that the central portion of
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the sound image path R and the central portion of the sound image path C gradually move during
the time ta2; The sound image movement feeling of the second half of the sound image path C is
continuously reproduced during ta3, and the realism such as the movement of the airplane sound
is reproduced as shown in FIG. 3 (A). By switching the sound image path while performing the
cross fade control in this way, the sound image can be freely moved according to various game
developments caused by the operation of the game operator M, and the reality of the game can
be improved.
[0029]
In the case of movement of an airplane sound as shown in FIG. 4B (sound image movement
corresponding to an airplane that approaches from the right side of the game operator M, flies
overhead, and moves away from the right again). If cross fade control is performed twice at the
timing interval of tb1 → tb 2 → tb 3 → tb 4 → tb 5 as shown in (B), the movement of the
airplane sound as shown in FIG. 3B is reproduced.
[0030]
Furthermore, the audio signal reproduced by the synthesizer 14 for FM sound source or the MIDI
sound source 25 may be reproduced together with the sound signal subjected to sound image
processing as, for example, an effect addition sound and background sound. The sound source
changeover switch 26 may be controlled by means 16c to appropriately mix and reproduce.
For example, if the airplane sounds from the stereo PCM sound sources 17 and 18 are stopped at
time ts shown in FIG. 2 (B) and the explosion sound and crashing sound created by the FM sound
source 14 are reproduced, You can easily reproduce the sound field that the plane exploded and
crashed.
[0031]
In the case of the movement of an airplane sound as shown in FIG. 4C (a sound image movement
corresponding to an airplane moving diagonally from the left side by approaching from the right
side of the game operator M and flying overhead). As shown in FIG. 2C, first, the first stereo PCM
sound source 17 and the second stereo PCM sound source 18 cross the sound source path R and
the sound source path C for the stereo sound source information at the timing interval of tc1 →
tc2. After fade control is performed and stereo sound source information to be reproduced by the
first stereo PCM sound source 17 during time tc3 is loaded from sound image path R to sound
image path L and switched, cross fade control is performed at the timing interval of tc4 → tc5.
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For example, the movement of the airplane sound as shown in FIG. 3C is reproduced.
[0032]
As described above, according to the game development, stereo sound source information for
two adjacent sound image paths is selected, and the selected two stereo sound source
information is cross-faded at a timing interval according to the sound image position change.
Reproduction with the transducers sp1 and sp2 can almost reproduce a desired sound image
movement.
Therefore, if a video playback device etc. is installed in the front and sound is played back with
the game video (screen), the position of the screen and sound image changes according to the
game development and the operation of the operator M, and the sense of reality and reality A
high amusement game machine can be configured.
[0033]
At this time, on the video game machine side, a special playback device for performing sound
image localization processing as in the prior art (a circuit for digitally processing a level
difference and a phase difference depending on frequency, a pair of convolution operation
processing) Since it is not necessary to use a convolva or the like, it can also be used for
inexpensive consumer video game machines. Further, on the video game machine side, the first
stereo PCM sound source 17, the second stereo PCM sound source 18, the sound image path
selection means 16a of the sub central processing unit 16, the cross fade control means 16b, the
volume change means 21, 22 Etc., if only these devices are added as an additional device, for
example, together with the game software in the game cassette, the effects can be obtained even
in the video game machines already in use and compatible. There is no loss of sex.
[0034]
Also, two selected stereo sound source information are mixed or cross-faded at timing intervals
(ratio) according to the sound image position change and reproduced by the pair of transducers,
so that sound images at different positions are simply mixed. Unlike processing and when the
sound image path is switched mechanically, the pattern of movement of the sound image is not
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limited and does not become monotonous, and the sound image (sound) full of sense of reality
matched with the game development is reproduced. Can. Furthermore, as the plurality of sound
image paths, at least two paths or more are sufficient, and not only plane sounds and missile
sounds but also various types of sounds can be stored in the game software as stereo sound
source information, Also from this aspect, it is possible to increase the sense of reality of the
game.
[0035]
When the target of sound image movement is changed from flight sound to missile sound, it is
switched to stereo sound source information for missile sound, and is similarly cross-faded and
reproduced. When the game cassette 11 is attached instead of the game CD / ROM and the
controller CT is operated, the video and audio are processed as in the case where the game CD /
ROM is attached. Output.
[0036]
In addition, for audio data that does not have audio data as stereo sound source information (for
example, normal monaural sound and stereo sound), the left and right volume control means 16
d of the sub central processing unit 16 controls the left and right volume change means 23, The
sound image position may be controlled in a simple and pseudo manner by providing a
difference in the volume of the reproduced sound from the pair (left and right) of the speakers
sp1 and sp2 (so-called panpot processing).
[0037]
In addition, as a plurality of sound image routes of stereo sound source information, although the
case (refer FIG. 5 (A)) was demonstrated as an example the case of right and left on the basis of a
game operator, as shown in FIG. 5 (B), game operation The sound image paths F, Ca, and B may
be set so that the positions are front and back with respect to the person.
Also, the plurality of sound image paths may be at least two paths or more, and are not limited to
three paths as in the embodiment. Here, in the case where sound image localization processing is
not performed as a plurality of sound image paths, such as a path passing left from L in FIG. 5A,
the sound source information for L has a volume difference for distance control, that is,
attenuation. The sound image position may be controlled simply and artificially as given.
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[0038]
Furthermore, when stereo sound source information is created, planar sound image localization
processing (sound image localization processing corresponding to a plane of 360 degrees by
calculating coefficients of 48 sets of convolvers at every 7.5 degrees) is performed as in the
embodiment. As shown in FIG. 5C, sound image localization processing is performed vertically on
one vertical plane including the game operator M, and a plurality of positions are positioned
above and below the game operator M. The sound image paths U, Cb, and D may be made to
correspond. In this case, it is necessary to arrange the pair of (left and right) speakers sp1 and
sp2 in the same vertical plane.
[0039]
As described above, in this video game machine, instead of performing sound image localization
processing on the video game machine side as in the prior art, it is sufficient to perform sound
image localization processing only once in advance when creating software as stereo sound
source information. The plurality of sound image paths can be easily coped with right and left, up
and down, front and back, etc., and it is easy to improve their accuracy.
[0040]
In FIG. 1, although it has been described that there are two PCM sound sources, one may be
divided to function as two.
Further, FIG. 6 is an example of the process, and the process is not limited to this, and the
process of adding reverberation may be included in the distance control circuit 32 or the like.
Furthermore, for example, since the left and right sound image paths L and R have a symmetrical
relationship, the right sound image path is exchanged by exchanging the left and right of the
stereo sound source output for the left sound image path L (changing the left and right). Stereo
sound source output for R is obtained. Therefore, only one stereo sound source information can
be prepared to correspond to two sound image paths. As described above in detail, according to
the video game machine of the present invention, since stereo sound source information
subjected to sound image localization processing in advance is used, a special method for sound
image localization processing on the video game machine side is provided. A sound image can be
moved without using a playback device. Furthermore, since two adjacent stereo sound source
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information are cross-faded at a timing interval according to the sound image position change,
the case where sound images at different positions are simply subjected to the mixer processing,
or the sound image path is mechanically switched. Differently, a realistic sound image (sound)
matching the game development is reproduced. As a result, it is possible to inexpensively provide
a video game machine excellent in sound localization and sense of reality, and it is suitable for a
consumer video game machine.
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