US20120172099A1 - Music game system, computer program of same, and method of generating sound effect data - Google Patents
Music game system, computer program of same, and method of generating sound effect data Download PDFInfo
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- US20120172099A1 US20120172099A1 US13/394,967 US201013394967A US2012172099A1 US 20120172099 A1 US20120172099 A1 US 20120172099A1 US 201013394967 A US201013394967 A US 201013394967A US 2012172099 A1 US2012172099 A1 US 2012172099A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H1/00—Details of electrophonic musical instruments
- G10H1/36—Accompaniment arrangements
- G10H1/361—Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems
- G10H1/368—Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems displaying animated or moving pictures synchronized with the music or audio part
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/424—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H1/00—Details of electrophonic musical instruments
- G10H1/36—Accompaniment arrangements
- G10H1/40—Rhythm
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/215—Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1081—Input via voice recognition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2210/00—Aspects or methods of musical processing having intrinsic musical character, i.e. involving musical theory or musical parameters or relying on musical knowledge, as applied in electrophonic musical tools or instruments
- G10H2210/031—Musical analysis, i.e. isolation, extraction or identification of musical elements or musical parameters from a raw acoustic signal or from an encoded audio signal
- G10H2210/066—Musical analysis, i.e. isolation, extraction or identification of musical elements or musical parameters from a raw acoustic signal or from an encoded audio signal for pitch analysis as part of wider processing for musical purposes, e.g. transcription, musical performance evaluation; Pitch recognition, e.g. in polyphonic sounds; Estimation or use of missing fundamental
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2220/00—Input/output interfacing specifically adapted for electrophonic musical tools or instruments
- G10H2220/091—Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith
- G10H2220/101—Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith for graphical creation, edition or control of musical data or parameters
- G10H2220/106—Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith for graphical creation, edition or control of musical data or parameters using icons, e.g. selecting, moving or linking icons, on-screen symbols, screen regions or segments representing musical elements or parameters
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2220/00—Input/output interfacing specifically adapted for electrophonic musical tools or instruments
- G10H2220/135—Musical aspects of games or videogames; Musical instrument-shaped game input interfaces
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2230/00—General physical, ergonomic or hardware implementation of electrophonic musical tools or instruments, e.g. shape or architecture
- G10H2230/005—Device type or category
- G10H2230/015—PDA [personal digital assistant] or palmtop computing devices used for musical purposes, e.g. portable music players, tablet computers, e-readers or smart phones in which mobile telephony functions need not be used
Abstract
A music game system (1) is provided with a sound input device (9) which inputs sound, a speaker (8) which outputs game sound, and a external storage device (20) which stores sound effect data (27) to cause the speaker to output each of sound effects of different musical intervals and sequence data (29) in which a relationship between a player's operation and the sound effect to be output correspondingly is described. The music game system determines the musical interval representing an input sound based on sound data of the sound input by the sound input device (9), generates multiple tone data which have different music interval from the sound data respectively based on the musical interval determination result so as to form the musical scale, and stores a set of multiple tone data as at least a part of the sound effect data (27).
Description
- The present invention relates to a music game system and the like in which a sound input by a player is reflected in game contents.
- Music game machines in which game contents changes based on a sound input by a player are well-known. For example, music game machines that reflect an input sound in the behavior of characters (refer to Patent Literature 1) and also music game machines that inputs and marks player's singing to vie for supremacy (refer to Patent Literature 2) are known. Patent Literature 1: JP-A-2002-136764 and Patent Literature 2: JP-A-H10-268876.
- All of the above game machines change game contents by capturing a player's voice. After a musical interval of the player's voice is detected, processing is performed so that behavior of characters is changed based on a result of comparison with a reference musical interval. However, no game machine is configured to reflect a sound input by the player as a raw material in game content to enjoy the game based on the input sound.
- The present invention aims to provide a music game system capable of determining a sound input by a player and forming a musical scale based on a determination result, a computer program thereof, and a method of generating sound effect data.
- The music game system of the present invention is a game system comprising: a sound input device which inputs sound; an audio output device which outputs game sound; a sound effect data storage device which stores sound effect data to cause the audio output device to output each of sound effects of different musical intervals; a sequence data storage device which stores sequence data in which a relationship between a player's operation and the sound effect to be output correspondingly is described; a musical interval determination device which determines the musical interval representing an input sound based on sound data of the sound input by the sound input device; a musical scale generating device which generates multiple tone data which have different music interval from the sound data respectively based on a musical interval determination result of the musical interval determination device so as to form the musical scale; and a sound effect data storage control device which causes the sound effect data storage device to store the multiple tone data generated by the musical scale generating device as at least a part of the sound effect data.
- The computer program of the present invention is a computer program for a music game system comprising: a sound input device which inputs sound; an audio output device which outputs game sound; a sound effect data storage device which stores sound effect data to cause the audio output device to output each of sound effects of different musical intervals; a sequence data storage device which stores sequence data in which a relationship between a player's operation and the sound effect to output correspondingly is described; wherein the computer program causes the music game system to function as: a musical interval determination device which determines the musical interval representing an input sound based on sound data of the sound input by the sound input device; a musical scale generating device which generates multiple tone data which have different music interval from the sound data respectively based on a musical interval determination result of the musical interval determination device so as to form the musical scale; and a sound effect data storage control device which causes the sound effect data storage device to store the multiple tone data generated by the musical scale generating device as at least a part of the sound effect data.
- In the present invention, sound data is generated by a musical interval determination device based on a sound input into a sound input device by a player and a musical interval to represent the sound data is determined. Then, multiple tone data which have different music interval are generated by a musical scale generation device from the sound data whose musical interval has been determined based on a musical interval determination result of the sound data. The multiple tone data form a musical scale. The multiple tone data are stored in a sound effect data storage device as sound effect data and the multiple tone data are used as a sound effect to be output in response to a player's operation. Thus, a musical scale is formed based on a sound input arbitrarily by the player and therefore, a melody can be played based on an input sound or an input sound may be reflected in game content as a raw material for the player to enjoy a game with a sound input by the player.
- As one aspect of the music game system of the present invention, the musical interval determination device determines the musical interval of the sound by identifying a frequency representing the sound data of the sound input by the sound input device. According to this, the musical interval of the sound is determined by, for example, identifying the frequency at which the distribution is maximum as a representative value with reference to a frequency spectrum of the sound data.
- As one aspect of the music game system of the present invention, the musical scale generating device generates the musical scale of at least one octave or more. According to this, a melody can be played by generating a musical scale. If a large number of pieces of tone data is generated, the musical scale grows in breadth and the number of melodies that can be played increases so that game content can be made more advanced.
- As one aspect of the music game system of the present invention, further comprising: an input device which has at least one operating device; wherein the sound effect following a description of the sequence data is played by the audio output device based on operations of the player through the input device. According to this, by operating the operating device, the player can reproduce a sound effect constituted of a musical scale formed by using a sound input by the player. Therefore, an input sound can be reflected in game content as a raw material to enjoy a game with a sound input by the player.
- The method of the present invention is a method of generating sound effect data comprising: a musical interval determination step which determines the musical interval representing an input sound based on sound data of the sound input by a sound input device; a musical scale generating step which generates multiple tone data which have different music interval from the sound data respectively based on a musical interval determination result of the musical interval determination step so as to form the musical scale; and a storing step which causes a storage device to store the multiple tone data generated by the musical scale generating step as sound effect data for outputting from an audio output device.
- The present invention is a method of generating sound effect data in a music game system and a computer program thereof and achieves a similar operation effect. The present invention is not limited to music game systems and is also applicable to various electronic devices such as electronic musical instruments.
- In a music game system according to the present invention and a computer program thereof, as described above, sound data is generated by a musical interval determination device based on a sound input into a sound input device by a player and a musical interval to represent the sound data is determined. Then, multiple tone data which have different music interval are generated by a musical scale generation device from the sound data whose musical interval has been determined based on a musical interval determination result of the sound data. The multiple tone data form a musical scale. The multiple tone data are stored in a sound effect data storage device as sound effect data and the multiple tone data are used as a sound effect to be output in response to a player's operation. Thus, a musical scale is formed based on a sound input arbitrarily by the player and therefore, a melody can be played based on an input sound or an input sound may be reflected in game content as a raw material for the player to enjoy a game with a sound input by the player. A similar effect is achieved by a method of generating sound effect data.
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FIG. 1 is a diagram showing an appearance of a game machine according to one aspect of the present invention. -
FIG. 2 is a functional block diagram of the game machine according to one aspect of the present invention. -
FIG. 3 is an enlarged view of an operation instruction screen displayed as part of a game screen. -
FIG. 4 is a diagram showing one example of contents of sound effect data. -
FIG. 5 is a diagram showing one example of contents of sequence data. -
FIG. 6 is a flowchart showing a sequence processing routine executed by a game controller. -
FIG. 7 is a flowchart showing a musical interval determination processing routine executed by the game controller. -
FIG. 8 is a flowchart showing a musical scale generating processing routine executed by the game controller. -
FIG. 9 is a graph showing one example of sound data. -
FIG. 10 is a graph showing a frequency spectrum of the sound data inFIG. 9 . -
FIG. 11 is a graph showing tone data obtained by frequency conversion of the sound data inFIG. 9 . - An embodiment obtained by applying the present invention to a mobile game machine will be described below. As shown in
FIG. 1 , agame machine 1 includes ahousing 2 that can be held by a player (user) by hand, afirst monitor 3 arranged on the right side of thehousing 2, asecond monitor 4 arranged on the left side of thehousing 2, a plurality of push-button switches 5 arranged in the upper part of thefirst monitor 3, and across key 6 arranged in the lower part of thefirst monitor 3. Atransparent touch panel 7 is laid on the surface of thefirst monitor 3. Thetouch panel 7 is a well-known input device that, when touched by a player through a touch pen or the like, outputs a signal in accordance with the touch position. In addition, thegame machine 1 is provided with various input devices and output devices included in an ordinary mobile game machine such as a power switch, volume operation switch, and power lamp, but an illustration thereof is omitted inFIG. 1 . - As shown in
FIG. 2 , acontrol unit 10 as a computer is provided inside thegame machine 1. Thecontrol unit 10 includes agame controller 11 as a control body, a pair ofdisplay controllers game controller 11, and anaudio output controller 14. Thegame controller 11 is configured as a unit combining a microprocessor and various peripheral devices such as internal storage devices (as an example, a ROM and a RAM) necessary for the operation of the microprocessor. Thedisplay controllers game controller 11 in a frame buffer to cause themonitors monitors audio output controller 14 causes aspeaker 8 to play predetermined sound (including music sound and the like) by generating audio playback signals in accordance with audio playback data provided from thegame controller 11 and outputting them to thespeaker 8. - The push-button switches 5, the
cross key 6, and thetouch panel 7 described above are connected to thegame controller 11 as input devices and, in addition, a sound input device (microphone) 9 is connected thereto. Besides, various input devices may be connected to thegame controller 11. Further, anexternal storage device 20 is connected to thegame controller 11. A storage medium capable of holding storage without power feeding like a magnetic storage device and a nonvolatile semiconductor memory device such as EEPROM is used as theexternal storage device 20. The storage medium of theexternal storage device 20 is removable from thegame machine 1. - A
game program 21 andgame data 22 are stored in theexternal storage device 20. Thegame program 21 is a computer program needed to play a music game in thegame machine 1 according to a predetermined procedure and contains asequence control module 23, a musicalinterval determination module 24, and a musicalscale generating module 25 to realize functions according to the present invention. When thegame machine 1 is started, thegame controller 11 performs various initial settings necessary for operation as thegame machine 1 by executing an operation program stored in an internal storage device thereof and then sets the environment to play the music game according to thegame program 21 by reading thegame program 21 from theexternal storage device 20 and executing thegame program 21. Asequence process portion 15 is generated in thegame controller 11 after thesequence control module 23 of thegame program 21 being performed by thegame controller 11. Also, a musicalinterval determination portion 16 is generated in thegame controller 11 after the musicalinterval determination module 24 of thegame program 21 being performed by thegame controller 11 and similarly, a musicalscale generating portion 17 is generated in thegame controller 11 after the musicalscale generating module 25 being performed by thegame controller 11. - The
sequence process portion 15, the musicalinterval determination portion 16, and the musicalscale generating portion 17 are logical devices realized by combining computer hardware and computer programs. Thesequence process portion 15 performs music game processing such as issuing instructions of operation to a player in time to playback of music (musical piece) selected by the player or generating a sound effect in accordance with a player's operation. The musicalinterval determination portion 16 decides a representative value of a frequency by capturing any sound input into thesound input device 9 by the player and performing predetermined processing described later thereon. The musicalscale generating portion 17 generates multiple tone data by changing the musical interval based on the representative value decided by the musicalinterval determination portion 16. These pieces of tone data form musical scales of a predetermined octave number and constitute sound effects. In addition to theabove modules 23 to 25, various program modules necessary for playing the music game are contained in thegame program 21 and logical devices corresponding to such modules are generated in thegame controller 11, but an illustration thereof is omitted. - Various kinds of data to be referenced when the music game is played according to the
game program 21 are contained in thegame data 22. For example,music data 26,sound effect data 27, andimage data 28 are contained in thegame data 22. Themusic data 26 is data needed to cause thespeaker 8 to play and output a musical piece intended for the game. Though one kind of themusic data 26 is shown inFIG. 2 , the player can actually select the musical piece from a plurality of musical pieces. Thegame data 22 has the plurality of pieces of themusic data 26 recorded with information to identify each musical piece attached thereto. Thesound effect data 27 is data in which a plurality of kinds of sound effects to be output from thespeaker 8 in response to a player's operation is recorded by associating with unique code for each sound effect. A sound effect contains sounds of instruments and other various kinds of sounds. Vocal sounds to cause thespeaker 8 to output text are also contained as a kind of sound effects. Thesound effect data 27 is prepared for each kind for a predetermined octave number by changing the musical interval. Theimage data 28 is data to cause themonitors - Further,
sequence data 29 is contained in thegame data 22. Thesequence data 29 is data that defines operations and the like to be instructed to the player. At least one piece of thesequence data 29 is prepared for one piece of themusic data 26. - Next, an overview of the music game played in the
game machine 1 will be provided. As shown inFIG. 1 , anoperation instruction screen 100 of the game is displayed in thefirst monitor 3 and aninformation screen 110 of the game is displayed in thesecond monitor 4 while the music game is played in thegame machine 1. As shown also inFIG. 3 , a state in which afirst lane 101, asecond lane 102, and athird lane 103 extending in the vertical direction are visually divided by a procedure such as dividing by adivision line 104 is displayed in theoperation instruction screen 100. Anoperation reference portion 105 is displayed at a bottom end of each of thelanes Objects 106 as operation indicators are displayed in thelanes sequence data 27 while the music game is played, that is, playback of a musical piece is in progress. - The
objects 106 appear at a top end of thelanes FIG. 3 , with the progress of the musical piece. The player is requested to perform a touch operation of thelane 101, thelane 102, or thelane 103 in which theobject 106 is displayed through an operation member such as atouch pen 120 coinciding with the arrival of theobject 106 at theoperation reference portion 105. If the player performs a touch operation, a difference between the time when theobject 106 and theoperation reference portion 105 match and the time when the player performs the touch operation is detected. The player's operation is evaluated more highly with a decreasing the difference. Moreover, a sound effect corresponding to each of theobjects 106 is played by thespeaker 8 in accordance with the touch operation. In the example ofFIG. 3 , theobject 106 is immediately before arriving at theoperation reference portion 105 in thesecond lane 102 and the player may perform a touch operation of thesecond lane 102 coinciding with the arrival thereof. Anywhere inside thesecond lane 102 may be touched. That is, three operating devices are formed in the present embodiment by the combination of thelanes first monitor 3 and the touch panel 107 laid thereon. Incidentally, each of thelanes - The sound effect corresponding to each of the
objects 106 played in accordance with a touch operation is selected from a plurality of sound effects recorded in thesound effect data 27. As shown inFIG. 4 , thesound effect data 27 containsoriginal data 27 a pre-recorded in thegame data 22 anduser data 27 b obtained based on sound input into thesound input device 9 by the player. Theoriginal data 27 a and theuser data 27 b have a plurality of sound effects A1, B1, . . . recorded therein and if the sound effect A1 is taken as an example, the sound effect A1 has a set of tone data sd_000, sd_001, sd_002, . . . associating each tone configuring a musical scale with unique code recorded therein. The other sound effects B1, Cl, . . . have similar tone data. Theuser data 27 b is similar to theoriginal data 27 a in the structure of tone data included in the sound effects A1, B1, . . . , but is different from the pre-recordedoriginal data 27 a in that tone data is generated based on sound input into thesound input device 9 by the player. - Next, the
sequence data 29 will be described in detail. As shown inFIG. 5 , thesequence data 29 contains aninitial setting portion 29 a and anoperation sequence portion 29 b. In theinitial setting portion 29 a, information specifying play conditions of the game that are different from musical piece to musical piece such as information like the tempo of the music (for example, a BPM) as an initial setting for the game to play and information specifying sound effects to be generated when thelanes 101 to 103 are each operated is described. - In the
operation sequence portion 29 b, on the other hand,operation specifying information 29 c and sound effect switchinginstruction information 29 d are described. Theoperation specifying information 29 c in which operation times of thelanes 101 to 103 are associated with information specifying one of thelanes 101 to 103 is described. That is, as illustrated inFIG. 5 as a portion thereof, theoperation specifying information 29 c is configured as a set of a plurality of records associating the time (operation time) when an operation should be performed during a musical piece with information specifying the operation device (lane). As the operation time, values indicating a bar number in the musical piece, a beat number, and the time in a beat are described by each delimited with a comma. The time in a beat is an elapsed time from the start of a beat and if the time length of a beat is equally divided into n unit times, the time in a beat is represented by the number of units from the start of the beat. If, for example, n=100 and the time ¼ having passed from the start of the second beat of the first bar of a musical piece should be specified as the operation time, theoperation specifying information 29 c is described as “01, 2, 025”. When thefirst lane 101 should be specified as the operation device, “button 1” is described, when thesecond lane 102 should be specified, “button2” is described, and when thethird lane 103 should be specified, “button3” is described. In the example ofFIG. 5 , the operation time and the operation device are specified in a manner such as touching thefirst lane 101 at the start (000) of the first beat of the first bar, touching thesecond lane 102 at the start (000) of the second beat of the first bar, and touching thethird lane 103 when “025” passes after the start of the second beat of the first bar. - The sound effect switching
instruction information 29 d is inserted into a suitable position in theoperation specifying information 29 c. The sound effect switchinginstruction information 29 d is described by associating the time in a musical piece when the sound effect should be changed and tone data of sound effects to be generated when thelanes 101 to 103 are each operated to change the sound effects generated when the specified lane is touched in the subsequentoperation specifying information 29 c. The time in a musical piece is described in the same format as the format of the operation time of theoperation specifying information 29 c. The sound effect switchinginstruction information 29 d specifies tone data of one of theoriginal data 27 a and theuser data 27 b recorded in thesound effect data 27 for each lane. The sound effect switchinginstruction information 29 d is inserted into the time in a musical piece when the sound effect should be switched and the setting of the sound effect is maintained until instructed by the next sound effect switchinginstruction information 29 d. - The
sequence process portion 15 of thegame controller 11 controls the display of each of thelanes 101 to 103 so that theobject 106 and theoperation reference portion 105 match at the above operation time specified by theoperation specifying information 29 c. Thesequence process portion 15 also exercises control so that the sound effects generated when the player touches the specifiedlanes 101 to 103 are switched at the time in a musical piece specified by the sound effect switchinginstruction information 29 d. - Next, processing of the
game controller 11 when a music game is played on thegame machine 1 will be described. After completing initial settings necessary to play the music game by reading thegame program 21, thegame controller 11 waits in preparation for instructions to start the game from a player. Instructions to start the game include, for example, an operation to identify the musical piece to be played in the game or data to be used in the game such as the selection of the degree of difficulty. The procedure for receiving such instructions may be the same as the procedure for a well-known music game and the like. - If the start of the game is instructed, the
game controller 11 reads themusic data 26 corresponding to the music selected by the player and outputs themusic data 26 to theaudio output controller 14 to cause thespeaker 8 to play the musical piece. Accordingly, thecontrol unit 10 functions as a musical piece playback device. In synchronization with playback of the musical piece, thegame controller 11 also reads thesequence data 29 corresponding to the player's selection to generate image data necessary for rendering of theoperation instruction screen 100 and theinformation screen 110 while referencing theimage data 28 and outputs the image data to thedisplay controllers monitors operation instruction screen 100 and theinformation screen 110 respectively. Further, while the music game is played, thegame controller 11 repeatedly executes the sequence processing routine shown inFIG. 6 as processing necessary for the display of theoperation instruction screen 100 and the like in a predetermined period. - When the sequence processing routine shown in
FIG. 6 is started, in step S1, thesequence process portion 15 of thegame controller 11 first obtains the current time in the musical piece. For example, keeping time is started by an internal clock of thegame controller 11 relative to the time of playback start of the musical piece and the current time is obtained from the value of the internal clock. In subsequent step S2, thesequence process portion 15 obtains data of the operation time present in the time length corresponding to the display range of theoperation instruction screen 100 from thesequence data 28. The display range is set, as an example, to the time range corresponding to two bars of the musical piece from the current time toward the future. - In next step S3, the
sequence process portion 15 calculates coordinates of all theobjects 106 to be displayed in thelanes 101 to 103 in theoperation instruction screen 100. The calculation is carried out, as an example, as described below. Whether to arrange theobject 106 in any of thelanes 101 to 103 is determined based on the designation of thelanes 101 to 103 associated with any operation time contained in the display range, that is, the designation of any of “button1” to “button3” in the example ofFIG. 5 . Also, the position of each of theobjects 106 in the time-axis direction (namely, the direction of movement of the object 106) from theoperation reference portion 105 is determined in accordance with a difference between each operation time and the current time. Accordingly, coordinates of each of theobjects 106 needed to arrange each of theobjects 106 along the time axis from theoperation reference portion 105 in the specifiedlanes 101 to 103 can be obtained. - After the calculation of coordinates of the
objects 106 is completed, thesequence process portion 15 proceeds to step S4 to determine whether the sound effect switchinginstruction information 29 d is present in the data which is obtained from thesequence data 29. If the sound effect switchinginstruction information 29 d is present, thesequence process portion 15 obtains the current time in step S5 and compares the current time with the time in the musical piece specified by the sound effect switchinginstruction information 29 d to determine whether the current time corresponds to the timing of switching instructions of the sound effect. If the current time corresponds to the timing of switching instructions of the sound effect, in step S6, thesequence control portion 15 changes the sound effects generated in therespective lanes 101 to 103 specified by the subsequentoperation specifying information 29 c to the sound effects specified by the sound effect switchinginstruction information 29 d. To give a description by taking the example shown inFIG. 5 , after the start of the third beat of the first bar of the musical piece, sound data sd_101, sd_105, sd_106 of the sound effect A2 of theuser data 27 b of thesound effect data 27 is allocated to thelanes lanes instruction information 29 d is not present in step S4 or the sound effect switchinginstruction information 29 d is not present in step S5, thesequence process portion 15 proceeds to step S7. - When switching of the sound effects is completed, the
sequence process portion 15 proceeds to next step S7 to generate image data necessary for rendering of theoperation instruction screen 100 based on coordinates of theobjects 106 calculated in step S3. More specifically, thesequence process portion 15 generates image data in such a way that theobjects 106 are arranged in calculated coordinates. The image of theobject 106 may be obtained from theimage data 28. - In subsequent step S8, the
sequence process portion 15 outputs the image data to thedisplay controller 12. Accordingly, theoperation instruction screen 100 is displayed in thefirst monitor 3. When the processing in step S8 is completed, thesequence process portion 15 terminates this sequence processing routine. With the above processing being performed repeatedly, theobjects 106 are displayed by scrolling in thelanes 101 to 103 in such a way that theobjects 106 arrive at theoperation reference portion 105 at operation times described in thesequence data 29. - Next, processing by the musical
interval determination unit 16 and the musicalscale generating portion 17 when a sound effect is created based on a sound input by a player into thegame machine 1 will be described. A sound effect is created when, for example, the start thereof is instructed by the player in a waiting state in which no music game is played. When the creation of a sound effect is started, first the musicalinterval determination portion 16 executes the musical interval determination processing routine shown inFIG. 7 and the musicalscale generating portion 17 executes the musical scale generating processing routine shown inFIG. 8 based on a result of the musical interval determination processing routine. - When the musical interval determination processing routine in
FIG. 7 is started, in step S11, the musicalinterval determination portion 16 of thegame controller 11 obtains sound input by the player. If the player inputs sound when thesound input device 9 is ready to capture sound, raw sound data is generated. In subsequent step S12, the musicalinterval determination portion 16 makes A/D conversions of the raw sound data. An analog signal of the raw sound data is thereby converted into a digital signal to create sound data of the input sound.FIG. 9 shows an example of sound data. The sound data inFIG. 9 is a digital waveform of guitar sound and the horizontal axis and the vertical axis represent the dynamic range and the duration respectively. Incidentally, well-known technology may be used for A/D conversion. - Then, in step S13, the musical
interval determination portion 16 obtains a frequency spectrum of the sound data.FIG. 10 shows a frequency spectrum generated by a fast Fourier transform of the sound data obtained in step S12. The horizontal axis and the vertical axis represent the frequency and the degree of distribution of the frequency respectively. Incidentally, the generation of a frequency spectrum is not limited to the calculation based on the fast Fourier transform and various well-known technologies may be used. In subsequent step S14, the musicalinterval determination portion 16 decides the representative value from the frequency spectrum obtained in step S13. The representative value is defined as the maximum value of the distribution number of the frequency spectrum. To describe by taking the graph inFIG. 10 , the frequency at the peak indicated by an arrow p becomes the representative value. Based on the frequency of the representative value decided as described above, the musical interval of the sound data based on the sound input by the player is determined. The representative value may also be calculated from data of a band q occupying both sides of a crest having the above maximum peak. The representative value can also be calculated from a fixed band by the method as described above when the peak is ambiguous with the peak frequency having a width or the like. If the processing in step S14 is completed, the musicalinterval determination portion 16 terminates this musical interval determination processing routine. With the above processing, the representative value of sound data based on a sound input by a player is decided and the inherent musical interval is determined. - If the representative value is obtained by the musical interval determination processing routine, the musical
scale generating portion 17 executes the musical scale generating processing routine inFIG. 8 . In step S21, the musicalscale generating portion 17 generates multiple tone data forming a musical scale from sound data whose representative value has been decided. The musicalscale generating portion 17 makes frequency conversions of the sound data based on the representative value so that the representative value of each piece of tone data becomes the frequency of each tone forming the musical scale of the predetermined octave number.FIG. 11 shows an example of frequency-converted tone data. The waveform inFIG. 11 is obtained by frequency conversion one octave upward of the sound data inFIG. 9 . Then, in step S22, the musicalscale generating portion 17 stores a set of generated tone data in thesound effect data 27. The tone data is stored in theuser data 27 b of thesound effect data 27. If the processing in step S22 is completed, the musicalscale generating portion 17 terminates this musical scale generating processing routine. With the above processing, multiple tone data with mutually different frequencies of representative values is generated based on sound data whose representative value has been decided to form a musical scale. A set of tone data forming the musical scale is stored in theuser data 27 b of thesound effect data 27 as a sound effect. - In the above embodiment, the
external storage device 20 of thegame machine 1 functions as a sound effect data storage device and a sequence data storage device. Also, thecontrol unit 10 functions as a musical interval determination device by causing the musicalinterval determination portion 16 to perform the processing in steps S11 to S14 inFIG. 7 , functions as a musical scale generating device by causing the musicalscale generating portion 17 to perform the processing in step S21 inFIG. 8 , and functions as a sound effect data storage control device by causing the musicalscale generating portion 17 to perform the processing in step S22 inFIG. 8 . - The present invention is not limited to the above embodiment and can be carried out in various embodiments. For example, the present embodiment has been described by taking the
music game machine 1 as an example of the apparatus that causes a musical interval determination device, a musical scale generating device, and a sound effect data storage control device to function, but is not limited to the above example. For example, the present invention may be applied to various electronic devices such as electronic musical instruments. If the present invention is applied to an electronic musical instrument, a melody can be played based on any sound input by the player. - A music game system according to the present invention is not limited to game systems realized as mobile game machines and may be realized in an appropriate form such as home video game machines, business-use game machines installed in commercial facilities, and game systems realized by using a network. The input device is not limited to an example using the touch panel and input devices configured in various ways such as a push button, lever, and track ball can be used.
Claims (6)
1. A music game system comprising:
a sound input device which inputs sound;
an audio output device which outputs game sound;
a sound effect data storage device which stores sound effect data to cause the audio output device to output each of sound effects of different musical intervals;
a sequence data storage device which stores sequence data in which a relationship between a player's operation and the sound effect to be output correspondingly is described;
a musical interval determination device which determines the musical interval representing an input sound based on sound data of the sound input by the sound input device;
a musical scale generating device which generates multiple tone data which have different music interval from the sound data respectively based on a musical interval determination result of the musical interval determination device so as to form the musical scale; and
a sound effect data storage control device which causes the sound effect data storage device to store the multiple tone data generated by the musical scale generating device as at least a part of the sound effect data.
2. The music game system of claim 1 , wherein
the musical interval determination device determines the musical interval of the sound by identifying a frequency representing the sound data of the sound input by the sound input device.
3. The music game system of claim 1 , wherein
the musical scale generating device generates the musical scale of at least one octave or more.
4. The music game system of claim 1 , further comprising:
an input device which has at least one operating device; wherein
the sound effect following a description of the sequence data is played by the audio output device based on operations of the player through the input device.
5. A storage medium storing a computer program for a music game system comprising:
a sound input device which inputs sound;
an audio output device which outputs game sound;
a sound effect data storage device which stores sound effect data to cause the audio output device to output each of sound effects of different musical intervals;
a sequence data storage device which stores sequence data in which a relationship between a player's operation and the sound effect to output correspondingly is described; wherein
the computer program causes the music game system to function as:
a musical interval determination device which determines the musical interval representing an input sound based on sound data of the sound input by the sound input device;
a musical scale generating device which generates multiple tone data which have different music interval from the sound data respectively based on a musical interval determination result of the musical interval determination device so as to form the musical scale; and
a sound effect data storage control device which causes the sound effect data storage device to store the multiple tone data generated by the musical scale generating device as at least a part of the sound effect data.
6. A method of generating sound effect data comprising:
a musical interval determination step which determines the musical interval representing an input sound based on sound data of the sound input by a sound input device;
a musical scale generating step which generates multiple tone data which have different music interval from the sound data respectively based on a musical interval determination result of the musical interval determination step so as to form the musical scale; and
a storing step which causes a storage device to store the multiple tone data generated by the musical scale generating step as sound effect data for outputting from an audio output device.
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
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JP2009210571A JP5399831B2 (en) | 2009-09-11 | 2009-09-11 | Music game system, computer program thereof, and method of generating sound effect data |
JP2009210571 | 2009-09-11 | ||
PCT/JP2010/065337 WO2011030761A1 (en) | 2009-09-11 | 2010-09-07 | Music game system, computer program of same, and method of generating sound effect data |
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US20120172099A1 true US20120172099A1 (en) | 2012-07-05 |
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US13/394,967 Abandoned US20120172099A1 (en) | 2009-09-11 | 2010-09-07 | Music game system, computer program of same, and method of generating sound effect data |
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US (1) | US20120172099A1 (en) |
JP (1) | JP5399831B2 (en) |
CN (1) | CN102481488B (en) |
WO (1) | WO2011030761A1 (en) |
Cited By (1)
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US20140106885A1 (en) * | 2012-10-17 | 2014-04-17 | Nintendo Co., Ltd. | Storage medium having stored therein game program, game apparatus, game system, and game processing method |
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WO2011030761A1 (en) | 2011-03-17 |
CN102481488B (en) | 2015-04-01 |
JP2011056122A (en) | 2011-03-24 |
JP5399831B2 (en) | 2014-01-29 |
CN102481488A (en) | 2012-05-30 |
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