TWI300002B - - Google Patents

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TWI300002B
TWI300002B TW095127533A TW95127533A TWI300002B TW I300002 B TWI300002 B TW I300002B TW 095127533 A TW095127533 A TW 095127533A TW 95127533 A TW95127533 A TW 95127533A TW I300002 B TWI300002 B TW I300002B
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TW
Taiwan
Prior art keywords
music
envelope waveform
game
character
volume
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TW095127533A
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Chinese (zh)
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TW200719934A (en
Inventor
Satoru Okubo
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Konami Digital Entertainment
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    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC 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
    • G10H1/00Details of electrophonic musical instruments
    • G10H1/02Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos
    • G10H1/04Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos by additional modulation
    • G10H1/053Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos by additional modulation during execution only
    • G10H1/057Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos by additional modulation during execution only by envelope-forming circuits
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6081Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC 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
    • G10H2220/00Input/output interfacing specifically adapted for electrophonic musical tools or instruments
    • G10H2220/091Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith
    • G10H2220/101Graphical 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
    • G10H2220/126Graphical 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 for graphical editing of individual notes, parts or phrases represented as variable length segments on a 2D or 3D representation, e.g. graphical edition of musical collage, remix files or pianoroll representations of MIDI-like files
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC 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
    • G10H2220/00Input/output interfacing specifically adapted for electrophonic musical tools or instruments
    • G10H2220/135Musical aspects of games or videogames; Musical instrument-shaped game input interfaces
    • G10H2220/141Games on or about music, i.e. based on musical knowledge, e.g. musical multimedia quizzes

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  • Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Acoustics & Sound (AREA)
  • Multimedia (AREA)
  • Electrophonic Musical Instruments (AREA)

Description

1300002 (1) 九、發明說明 • 【發明所屬之技術領域】 • 本發明係關於記錄遊戲程式的記錄媒體,尤其是關於 記錄用以使電腦實現再生遊戲音之遊戲的遊戲程式的記錄 媒體。又,關於藉由該記錄遊戲程式的記錄媒體所實現之 遊戲裝置及遊戲控制方法 • 【先前技術】 從先前提案有各種之遊戲。作爲其中之一,有使顯示 於監視器之選手角色動作而進行競技的對戰視訊遊戲,例 如,公知有棒球遊戲。在該種棒球遊戲,玩家選擇各選手 角色所屬之1隊的棒球隊,可與選擇其他棒球隊之其他玩 家及電腦對戰。 在如此之棒球遊戲,又公知有例如玩家所選擇之棒球 隊爲攻擊中時,演奏作成爲玩家所選擇之棒球隊用的加油 ® 歌曲(例如,專利文獻1)。又,對戰對手所選擇之棒球隊 爲攻擊中時,則爲演奏作成爲對戰對手所選擇之棒球隊用 的加油歌曲。此種加油歌曲係爲個別棒球隊專用之加油歌 曲,於每棒球隊爲不同之樂曲。又,棒球隊爲攻擊中時’ 係不僅只演奏棒球隊專用的加油歌曲,亦可演奏進入打擊 區之選手角色專用的加油歌曲。如此之加油歌曲係將預先 於記憶體作爲曲調而記憶者及玩家進行樂曲作成而存檔於 記憶體者,於玩家所選擇之棒球隊爲攻擊中時,自動地演 奏0 -4- (2) 4 1300002 又’在如此之加油歌曲,藉由表示相對於時間的音量 • 變化之包絡波形,而決定加油歌曲的音量。包絡 , (envelope)波形係藉由起音時間、衰減時間、保持位準、 及釋音時間所決定。起音時間(attack time)係爲音量增大 之開始時間,苜量的開始位準係爲零位準(zero level)至最 高位準(top level)的時間。衰減時間(decay time)係爲從爲 最高位準之位置至爲保持位準之位置而音量衰減的時間。 % # 保持位準(sustain level)係爲維持一定音量時的音量,僅於 ' 爲衰減時間與釋音時間之間的被保持之時間的保持時間之 間,維持一定音量。釋音時間(release time)係爲從爲保持 位準之位置至爲零位準之位置而音量減少的時間。再者, 保持音量及保持時間不存在時,於起音時間之後則存在衰 減時間或釋音時間。在如此之包絡波形,於起音時間中從 零位準的音量增大至爲最大音量的最高位準,於衰減時間 中從最高位準減少至保持位準,於保持時間中維持爲一定 • 音量之保持位準,於釋音時間中從保持位準減少至零位準 。在此,於所有加油歌曲中,加油歌曲的音量從零位準開 始而在最高位準音量減少,在保持位準維持一定的音量之 後,進而音量減少至零位準。 [專利文獻1]日本特開平1 1 -468號公報 【發明內容】 在前述習知的可演奏加油歌曲之棒球遊戲,於所有加 油歌曲中,加油歌曲的音量從零位準開始而在最高位準音 -5- (3) 1300002 量減少,在保持位準維持一定的音量之後’進而音量減少 • 至零位準。爲此,例如樂器爲喇叭之狀況,在具有複數1 6 • 分音符細密地連續配置之樂句(phrase)的加油歌曲,因爲 於起音時間中第1個1 6分音符的音到達最高位準之前,會 再生第2個之後16分音符的音,所以因第1個16分音符的音 ,第2個之後16分音符的音會被抵消,有無法再生如譜面 的加油歌曲之虞。 又,樂器爲太鼓等的打擊樂器之狀況,在具有複數太 鼓細密地連續配置之樂句的加油歌曲,因爲於衰減時間中 第1個太鼓的音爲最高位準附近之音量時,會再生第2個之 後太鼓的音,所以第1個太鼓的音重疊第2個之後太鼓的音 會被抵消,有再生發音不良的音之虞。 本發明之課題爲於記錄遊戲程式的記錄媒體中,解決 關於遊戲音的再生之問題。 關於申請專利範圍第1項之記錄遊戲程式的記錄媒體 φ ,係記錄用以使可實現再生遊戲音之遊戲的電腦,實現以 下功能的程式的記錄媒體。 (1) 樂曲作成功能,係可作成具有用以產生遊戲音的 各種樂曲資訊之樂曲。 (2) 樂曲條件判斷功能,係判斷各種樂曲資訊是否達 成特定樂曲條件。 (3) 基本包絡波形作成功能,係作成將關於遊戲音的 音爨之基本音量資訊加以決定的基本包絡波形。 (4) 包絡波形作成功能,係於藉由樂曲條件判斷功能 (4) 1300002 被判斷達成特定樂曲條件時,以藉由基本包絡波形作成功 • 能所作成之基本包絡波形作爲基準,作成將關於遊戲音的 • 音量之音量資訊加以決定之包絡波形。 在藉由該程式所實現之遊戲係於樂曲作成功能中,作 成具有用以產生遊戲音的各種樂曲資訊之樂曲。在此,所 謂各種樂曲資訊,係爲了產生音程、音長、音符的間隔、 歌調、旋律、樂器之種類等的遊戲音所必須之資訊。於樂 φ 曲條件判斷功能中,係判斷各種樂曲資訊是否達成特定樂 曲條件。在此,所謂特定樂曲條件,例如,在各種樂曲資 訊之中音長爲特定長度範圍內之條件、及關於特定樂器的 音符間隔爲特定範圍內之條件等的各種樂曲資訊之條件、 及因應遊戲角色的特性等之各種資訊而決定的條件。於基 本包絡波形作成功能中,決定關於遊戲音的音量之基本音 量資訊。在此,所謂包絡波形,係爲表示相對於時間之音 量變化的波形,亦是藉由起音時間、衰減時間、保持位準 • 、及釋音時間所決定之波形。又,所謂音量資訊,係爲相 對於時間(rate)之音量(位準)的設定資訊,亦是起音時間、 衰減時間、保持位準、釋音時間、最高位準、保持時間等 的數値資訊。尤其,所謂基本音量資訊,係爲於音量資訊 中,作成樂曲時之初始狀態的設定資訊。於包絡波形作成 功能中,於藉由樂曲條件判斷功能被判斷達成特定樂曲條 件時,以藉由基本包絡波形作成功能所作成之基本包絡波 形作爲基準,決定關於遊戲音的音量之音量資訊。 例如,考慮有實現使選手角色動作之棒球遊戲,使對 (5) 1300002 應選手角色之加油歌曲演奏的狀況。在此,藉由樂曲作成 - 功能,作成用以產生對應選手角色之加油歌曲的具有音程 • 、音長、音符的間隔、歌調、旋律、樂器之種類等的各種 樂曲資訊之樂曲。接著,藉由樂曲條件判斷功能,判斷各 種樂曲資訊是否達成特定樂曲條件。在此,判斷是否達成 例如音符爲1 6分音符之條件、及太鼓等之打擊樂器的音符 無休符而連續之條件等的關於各種樂曲資訊之條件。接著 ,藉由基本包絡波形作成功能,決定關於對應選手角色之 加油歌曲的音量之基本音量資訊。然後,藉由包絡波形作 成功能,於藉由樂曲條件判斷功能被判斷達成特定樂曲條 件時,以藉由基本包絡波形作成功能所作成之基本包絡波 形作爲基準,決定關於對應選手角色之加油歌曲的音量之 音量資訊。在此,例如作爲特定樂曲條件設定例如音符爲 1 6分音符之條件,於達成該特定樂曲條件時,以縮短基本 包絡波形的起音時間之方式來作成包絡波形。又,設定太 ® 鼓等之打擊樂器的音符爲無休符而連續之條件,於達成該 特定樂曲條件時,以縮短基本包絡波形的衰減時間之方式 來作成包絡波形。 在該記錄遊戲程式的記錄媒體,藉由包絡波形作成功 能,於藉由樂曲條件判斷功能被判斷達成特定樂曲條件時 ,以藉由基本包絡波形作成功能所作成之基本包絡波形作 爲基準,決定關於遊戲音的音量之音量資訊。在此,例如 作爲特定樂曲條件例如設定音符爲1 6分音符之條件,於達 成該特定樂曲條件時,因爲以縮短基本包絡波形的起音時 -8- (6) 1300002 間之方式來作成包絡波形,故成爲於起音時間中第1個1 6 - 分音符的音到達最高位準之後,再生第2個之後16分音符 • 的音,而較難因第1個16分音符的音抵消第2個之後16分音 符的音。又,設定太鼓等之打擊樂器的音符爲無休符而連 續之條件,於達成該特定樂曲條件時,因爲以縮短基本包 絡波形的衰減時間之方式來作成包絡波形,故成爲於衰減 時間中第1個太鼓的音於零位準附近衰減之後,再生第2個 φ 之後太鼓的音,可使第1個太鼓的音與第2個之後太鼓的音 之重疊部分減少。所以,藉由如此之包絡波形作成功能, 因爲再生如譜面的加油歌曲或將不會再生發音不良的音, 故可解除關於遊戲音的再生之問題。 關於申請專利範圍第2項的記錄遊戲程式的記錄媒體 ,係於第1項所記載的記錄遊戲程式的記錄媒體中,包絡 波形作成功能係因應藉由樂曲作成功能所作成之樂曲的各 種樂曲資訊,而作成包絡波形。 ♦ 在此,例如因爲因應用以產生遊戲的音程、音長、音 符的間隔、歌調、旋律、樂器的種類等之各種樂曲資訊來 作成包絡波形,故可作成適合爲遊戲音之主要部分的包絡 波形,爲此易於解除關於遊戲音的再生之問題。 關於申請專利範圍第3項的記錄遊戲程式的記錄媒體 ,係於第2項所記載的記錄遊戲程式的記錄媒體中,包絡 波形作成功能係於爲樂曲資訊的音符長度爲特定長度範圍 內時,在保持爲音量資訊之起音位準的最大値之狀態下, 以縮短爲音量資訊的起音時間之方式,作成包絡波形。 -9- (7) 1300002 在此,例如爲喇叭等之管樂器時,作爲特定樂曲條件 ^ 例如設定音符爲1 6分音符之條件,於達成該特定樂曲條件 • 時,因爲以縮短基本包絡波形的起音時間之方式來作成包 絡波形,故成爲於起音時間中第1個16分音符的音到達最 高位準之後,再生第2個之後16分音符的音,而較難因第1 個16分音符的音抵消第2個之後16分音符的音。所以,藉 由如此之包絡波形作成功能,因爲再生如譜面的加油歌曲 # ,故可解除關於遊戲音的再生之問題。 關於申請專利範圍第4項的記錄遊戲程式的記錄媒體 ,係於第2項所記載的記錄遊戲程式的記錄媒體中,包絡 波形作成功能係於作爲樂曲資訊的特定樂器之音符間隔爲 特定範圍內時,在保持作爲音量資訊之衰減位準的最大値 之狀態下,以縮短作爲音量資訊的衰減時間之方式,作成 包絡波形。 在此,例如設定太鼓等之打擊樂器的音符爲無休符而 # 連續之條件,於達成該特定樂曲條件時,因爲以縮短基本 包絡波形的衰減時間之方式來作成包絡波形,故成爲於衰 減時間中第1個太鼓的音到達零位準之後,再生第2個之後 太鼓的音,可使第1個太鼓的音與第2個之後太鼓的音之重 疊部分減少。所以,藉由如此之包絡波形作成功能,因爲 發音不良的音不被再生,故可解除關於遊戲音的再生之問 題。 關於申請專利範圍第5項之遊戲裝置係爲使再生遊戲 音之遊戲實現的遊戲裝置。該遊戲裝置係具備樂曲作成手 -10- (8) 1300002 段、樂曲條件判斷手段、基本包絡波形作成手段、及包絡 - 波形作成手段。於樂曲作成手段中,係作成具有用以產生 • 遊戲音的各種樂曲資訊之樂曲。於樂曲條件判斷手段中, 係判斷各種樂曲資訊是否達成特定樂曲條件。於基本包絡 波形作成手段中,決定關於遊戲音的音量之基本音量資訊 。於包絡波形作成手段中,於藉由樂曲條件判斷手段被判 斷達成特定樂曲條件時,以藉由基本包絡波形作成手段所 # 作成之基本包絡波形作爲基準,決定關於遊戲音的音量之 音量資訊。 關於申請專利範圍第6項之遊戲控制方法係爲使電腦 實現,再生遊戲音之遊戲的遊戲控制方法。該遊戲控制方 法係具備樂曲作成步驟、樂曲條件判斷步驟、基本包絡波 形作成步驟、及包絡波形作成步驟。於樂曲作成步驟中, 作成具有用以產生遊戲音的各種樂曲資訊之樂曲。於樂曲 條件判斷步驟中,係判斷各種樂曲資訊是否達成特定樂曲 ® 條件。於基本包絡波形作成步驟中,決定關於遊戲音的音 量之基本音量資訊。於包絡波形作成步驟中,於藉由樂曲 條件判斷步驟被判斷達成特定樂曲條件時,以藉由基本包 絡波形作成步驟所作成之基本包絡波形作爲基準,決定關 於遊戲音的音量之音量資訊。 【實施方式】 [遊戲裝置之構造與動作] 圖1係揭示利用本發明之一實施形態的視訊遊戲裝置 •11 - (9) 1300002 之基本構成。在此,作爲遊戲裝置之一例,舉出家庭用視 - 訊遊戲裝置而進行說明。家庭用視訊遊戲裝置係具備:家 • 庭用遊戲機本體及家庭用電視。於家庭用遊戲機本體係可 裝上記錄媒體1 0,從記錄媒體10適切地讀取出遊戲資料而 執行遊戲。如此執行之遊戲內容將顯示於家庭用電視。 家庭用視訊遊戲裝置的遊戲系統,係由控制部1、與 記憶部2、與畫像顯示部3、與遊戲音輸出部4、與操作輸 φ 入部5所構成,個別經由匯流排6而連接。該匯流排6係包 含位址匯流排、資料匯流排及控制匯流排等。在此,控制 部1、記憶部2、遊戲音輸出部4及操作輸入部5係包含於家 庭用視訊遊戲裝置的家庭用遊戲機本體,畫像顯示部3係 包含於家庭用電視。 控制部1係主要基於遊戲程式,爲了控制遊戲整體之 進行而設置。控制部1係例如由 CPU(Central Processing Unit)7、與訊號處理處理器8、與畫像處理處理器9所構成 # 。CPU7與訊號處理處理器8與畫像處理處理器9係個別經 由匯流排6而相互連接。CPU7係解釋來自於遊戲程式的命 令,進行各種資料處理及控制。例如,CPU7係對於訊號 處理處理器8,命令供給畫像資料至畫像處理處理器。訊 號處理處理器8係主要進行於3次元空間上之計算、從3次 元空間上至擬似3次元空間上之位置轉換計算、光源計算 處理、與畫像及音資料的生成加工處理。畫像處理處理器 9係主要基於訊號處理處理器8的計算結果及處理結果,進 行將應描繪之畫像資料寫入RAM 12的處理。 -12- (10) 1300002 記憶部2係主要爲了儲存程式資料及在程式資料所使 用之各種資料等而設置。記憶部2係例如由記錄媒體1 〇、 • 與介面電路 11、與 RAM(Random Access Memory)12所構成 。於記錄媒體1 0係連接有介面電路1 1。然後,介面電路i i 與RAM 12係經由匯流排6而連接。記錄媒體10係用以記錄 由作業系統的程式資料及畫像資料、音資料以及各種程式 資料所構成的遊戲資料等者。該記錄媒體1 〇係例如有 φ R〇M(Read Only Memory)卡匣、光碟、及可撓性碟等,記 億有作業系統的程式資料及遊戲資料等。再者,於記錄媒 體10又包含有卡片型記憶體,該卡片型記憶體係主要在中 斷遊戲時,用於爲了保存在中斷時之各種遊戲參數。 RAM1 2係用以暫時儲存從記錄媒體1〇所讀取出之各種資料 ,或暫時記錄來自於控制部1的處理結果。於該RAM 12係 儲存各種資料之同時,也儲存有表示各種資料的記憶位置 之位址資料,可指定任意之位址而讀寫。 0 畫像顯示部3係主要設置用以將藉由畫像處理處理器9 寫入於RAM1 2的畫像資料、及從記錄媒體1〇讀取出之畫像 資料等,作爲畫像而輸出。該畫像顯示部3係例如由電視 監視器20、與介面電路21、與D/A轉換器(Digital-To-Analog轉換器)22所構成。於電視監視器20係連接D/A轉 換器22,於D/A轉換器22係連接介面電路21。然後,於介 面電路2 1係連接有匯流排6。在此,畫像資料係經由介面 電路21而供給至D/A轉換器22,而在此轉換成類比畫像訊 號。然後,類比畫像訊號係作爲畫像而輸出至電視監視器 -13- (11) 1300002 20 〇 _ 在此,於畫像資料係例如有多邊形資料及材質資料等 • 。多邊形資料係爲構成多邊形之頂點的座標資料。材質薈 料係用以於多邊形設定材質者,由材質指示資料與材質顏 色資料所構成。材質指示資料係用以將多邊形與材質建立 關聯的資料,材質顏色資料係用以指定材質之顏色的資料 。在此,於多邊形資料與材質資料,係表示各資料之記憶 # 位置的多邊形位址資料與材質位址資料爲建立關聯。在如 此之畫像資料,藉由訊號處理處理器8,多邊形位址資料 所表示之3次元空間上的多邊形資料(3次元多邊形資料), 係基於畫面本身(視點)的移動量資料及旋轉量資料,進行 座標轉換及透視投影轉換,而置換成2次元空間上的多邊 形資料(2次元多邊形資料)。然後,以複數2次元多邊形資 料構成多邊形外形,於多邊形的內部區域寫入材質位址資 料所表示之材質資料。如此,即可於各多邊形表現貼附材 • 質之物體,即,各種角色。 遊戲音輸出部4,係主要爲了將從記錄媒體1 0所讀取 出之音資料作爲遊戲音輸出而設置。遊戲音輸出部4係例 如由揚聲器13、與擴大電路14、與D/A轉換器15、與介面 電路1 6所構成。於揚聲器1 3係連接擴大電路1 4,於擴大電 路14係連接D/A轉換器14,而於D/A轉換器15係連接介面 電路1 6。然後,於介面電路1 6係連接有匯流排6。在此, 音資料係經由介面電路1 6而供給至D/A轉換器1 5 ’而在此 轉換成類比音訊號。該類比音訊號係藉由擴大電路14擴大 -14- (12) 1300002 ,從揚聲器1 3作爲遊戲音而輸出。於音資料係有例如 ADPCM(Adaptive Differential Pulse Code Modulation)資料 及 PCM(Pulse Code Modulation)資料等。爲 ADPCM 資料之 狀況,以與前述同樣之方法,可從揚聲器13輸出遊戲音。 爲PCM資料之狀況,於RAM12中將PCM資料轉換成 ADPCM資料,再以前述同樣之方法,可從揚聲器13輸出 遊戲音。 操作輸入部5係主要由控制器1 7、與操作資訊介面電 路1 8、與介面電路1 9所構成。於控制器1 7係連接操作資訊 介面電路1 8,於操作資訊介面電路1 8係連接介面電路1 9。 然後,於介面電路1 9係連接有匯流排6。 控制器1 7係使用於玩家爲了輸入各種操作命令的操作 裝置,將因應玩家的操作之操作訊號發送至CPU7。於控 制器17係設置有第1按鍵17a、第2按鍵17b、第3按鍵17c、 第4按鍵17d、上方向鍵17U、下方向鍵17D、左方向鍵17L 、右方向鍵17R、L1按鍵17L1、L2按鍵17L2、R1按鍵17R1 、R2按鍵17R2、開始按鍵17e、選擇按鍵17f、左搖桿17SL 及右搖桿17SR。 上方向鍵17U、下方向鍵17D、左方向鍵17L及右方向 鍵17R係例如,爲了將使角色及游標在電視監視器20的畫 面上上下左右移動之指令,賦予至CPU7而使用。 開始按鍵17e係於指示CPU7從記錄媒體10載入遊戲程 式時等所使用。又,如於標題畫面顯示於電視監視器20時 按下開始按鍵1 7e,用以設定各種模式之模式選擇畫面係 -15- (13) 1300002 將顯示於電視監視器20。 • 選擇按鍵17f係對於從記錄媒體1〇載入之遊戲程式, • 對 CPU7指示各種選擇時等所使用。 左搖桿17SL及右搖桿17SR係與所謂控制搖桿 (joystick)構造略相同的搖桿型控制器。該搖桿型控制器係 具有直立之搖桿。該搖桿係以支點作爲中心,從直立位置 可涵蓋包含前後左右360度方向,爲可傾倒之構造。左搖 φ 桿17SL及右搖桿17SR係因應搖桿的傾倒方向及傾倒角度 ,將以直立位置爲原點之X座標及y座標之値,作爲操作 訊號經由操作資訊介面電路1 8與介面電路1 9,發送至 CPU7。 於第1按鍵17a、第2按鍵17b、第3按鍵17c、第4按鍵 17d、Ll按鍵17L1、L2按鍵17L2、R1按鍵17R1及 R2按鍵 17R2係因應從記錄媒體10載入之遊戲程式,分派有各種功 能。例如,第2按鍵17b及第3按鍵17c係於進行選單項目 • 的決定及前進至下一畫面的動作般地指示CPU7時而被使 用,第1按鍵17a及第4按鍵17d係於進行選單項目的選擇 解除及取消及回到之前畫面的動作般地指示CPU7時而被 使用。 再者,除了左搖桿1 7 S L及右搖桿1 7 S R之外的控制器 17之個按鍵及各鍵係藉由來自於外部的按壓力’從中立位 置被按壓即爲ON,如按壓力解除即爲〇FF之〇N/〇FF開 關。 在以下說明由以上之構造所構成之家庭用視訊遊戲裝 -16- (14) 1300002 置的槪略動作。如未圖示之電源開關爲ON,於遊戲系統1 • 載入電源時,CPU7係基於記錄於記錄媒體1〇之作業系統 • ,從記錄媒體1 0讀取出畫像資料、音資料及程式資料。讀 取出之畫像資料、音資料及程式資料的一部份或全部係儲 存於RAM12。然後,CPU7係基於儲存於RAM12之程式資 料,對儲存於RAM 1 2之晝像資料及音資料發派指令。 爲畫像資料之狀況時’基於來自於C P U 7的指令,首 φ 先,訊號處理處理器8係進行於3次元空間上之角色的位置 計算及光源計算等。接著,畫像處理處理器9係基於訊號 處理處理益8的計算結果及處理結果,進行將應描繪之書 像資料寫入RAM12的處理等。然後,寫入RAM12之畫像 資料係經由介面電路2 1而供給至D / A轉換器2 2。在此,畫 像資料係在D/A轉換器22轉換成類比映像訊號。然後,畫 像訊號係供給至電視監視器20,作爲畫像顯示。 爲音資料之狀況時,首先,訊號處理處理器8係基於 馨 來自於CPU7的指令,進行音資料的產生及加工處理。在 此,對於音資料實施,例如節距之轉換、雜訊之附加、包 絡的設定、位準的設定及殘響的附加等之處理。接著,音 資料係從訊號處理處理器8輸出,經由介面電路丨6而供給 至D / A轉換器1 5。在此’音資料係轉換成類比音訊號。然 後,音資料係經由擴大電路14,從揚聲器13作爲遊戲音而 輸出。 [於遊戲裝置中之各種處理槪要] -17- (15) 1300002 於本遊戲機中所實行之遊戲係例如爲棒球遊戲。本遊 • 戲機係可實現使顯示於電視監視器20之角色動作之遊戲。 - 圖2係用以說明在本發明達成主要之作用的功能區塊圖。 控制部1係主要具備有:角色顯示手段50、角色動作手段 5 1、加油歌曲作成手段5 2、樂曲條件判斷手段5 3、基本包 絡波形作成手段54、包絡波形作成手段55、及加油歌曲演 奏手段5 6。 φ 角色顯示手段50係具備於電視監視器20顯示投手角色 、打者角色及音符角色33的功能。在角色顯示手段50係於 電視監視器20顯示未圖示之投手角色及打者角色。又,在 角色顯示手段50,圖4所示之加油歌曲作成畫面30中,音 符角色33係顯示於電視監視器20。 在該手段,對應投手角色之投手用畫像資料、對應打 者角色之打者用畫像資料、對應音符角色33之音符用畫像 資料係於遊戲程式載入時,從記憶部2(例如,記錄媒體 ® 1〇)供給至RAM 12,並儲存於RAM12。此時,投手用畫像 資料與投手用座標資料與音符用畫像資料係爲控制部丨(例 如CPU7)所認識。又,用以於電視監視器20顯示打者用畫 像資料的打者用座標資料、用以於電視監視器20顯示投手 用畫像資料的投手用座標資料、及用以於電視監視器20顯 示音符用畫像資料的音符用座標資料係從記憶部2(例如, 記錄媒體10)供給至RAM12,並儲存於RAM12。此時,打 者用畫像資料與打者用座標資料與音符用晝像資料係爲控 制部1(例如CPU7)所認識。如此一來,儲存於ram 13之打 -18- (16) 1300002 者用畫像資料、投手用畫像資料、及音符用畫像資料係基 • 於來自於CPU7的指示,經由畫像處理電路9供給至電視監 • 視器20。然後,打者用畫像資料、投手用畫像資料、及音 符用畫像資料係基於打者用座標資料、投手用座標資料、 及音符用座標資料,顯示於電視監視器20之特定位置。再 者’用以於電視監視器20的特定位置顯示打者用畫像資料 、投手用畫像資料、音符用座標資料的指示係藉由CPU7 φ 執行。 角色動作手段5 1係具備使投手角色及打者角色動作之 功能。在角色顯示手段5 1係使投手角色及打者角色動作。 在該手段,用以使投手角色及打者角色動作之來自於 控制器17的訊號係爲控制部1(例如,CPU7)所認識時,則 基於來自於CPU7之指示,對應投手角色之投手用畫像資 料及對應打者角色之打者用畫像資料係藉由控制部1 (例如 ,訊號處理處理器8與畫像處理處理器9)處理。然後,被 # 處理之畫像資料係從RAM 12供給至電視監視器20,投手角 色的投球動作及打者角色的揮棒動作係作爲動畫顯示於電 視監視器20。 加油歌曲作成手段52係具備將具有用以產生相對於選 手角色之加油歌曲的各種樂曲資訊之樂曲加以作成的功能 。在加油歌曲作成手段52,作成具有選手角色專用或選手 角色所屬之球隊共通的機會主題曲等之曲調及韻律,且爲 喇叭及太鼓的加油歌曲之特定樂曲。加油歌曲作成手段52 係於圖4所示之加油歌曲作成畫面30中,設定首符角色33 -19- (17) 1300002 的音程及音長,並複數並排音符角色3 3而配置,產生曲調 • (旋律)。又,加油歌曲作成手段52係於圖4所示之加油歌 • 曲作成畫面30中,於響樂器形式顯示區域選擇配置了太鼓 圖形角色34b及空白角色34c的太鼓之打擊形式。再者, 所謂各種樂曲資訊,係用以產生音程、音長、音符的間隔 、歌調、旋律、樂器之種類等的加油歌曲所必須之關於加 油歌曲的樂曲之樂曲資料。在此,所作成之關於加油歌曲 φ 的樂曲之樂曲資料係儲存於RAM12。 樂曲條件判斷手段53係具備判斷藉由加油歌曲作成手 段52所作成之加油歌曲的樂曲資料是否達成特定樂曲條件 的功能。在樂曲條件判斷手段5 3,係參照記憶於記憶部2 之未圖示的樂曲條件判斷表格,而判斷是否達成特定樂曲 條件。在此,所謂樂曲條件係於圖4所示之加油歌曲作成 畫面30中,特定音符角色33的音長爲特定長度範圍內,具 體來說是音符角色33爲16分音符(圖4的B部分)之條件、 φ 及特定樂器的音符間隔爲特定範圍內,具體來說是音符角 色33及配置於響樂器形式顯示區域34a的太鼓圖形角色34b 爲無休符(於響樂器形式顯示區域34a之空白角色34c)而連 續(圖4的B部分及D部分)之條件。在此,是否達成樂曲 條件判斷表格及特定樂曲條件之判斷結果等的各種資料係 儲存於RAM12。 基本包絡波形作成手段54係具備將關於藉由加油歌曲 作成手段52所作成之樂曲的音量之基本音量資訊加以決定 的功能。在基本包絡波形作成手段5 4,於圖4的音符角色 -20- (18) 1300002 33中,係作成表示圖5所示之相對於時間的音量變化之基 • 本包絡波形,於圖4的太鼓圖形角色34b中,係作成表示 - 圖7所示之相對於時間的音量變化之基本包絡波形。在此 ,所謂包絡波形,係爲表示相對於時間(rate)之音量(等級) 變化的波形,亦是藉由起音時間AT、衰減時間DT、保持 位準SL、釋音時間RT、最高位準TL、及保持時間ST等 所決定之波形。尤其,所謂基本包絡波形,係代表作成樂 φ 曲時之初始狀態的設定中的包絡波形。即,在初始狀態的 設定,圖4的A部分及B部分之所有音符角色33中,作成 圖5的基本包絡波形,圖4的C部分及D部分的所有太鼓 圖形角色34b中,作成圖7的基本包絡波形。 圖5所示之音符角色3 3的基本包絡波形係藉由音量從 零位準開始之起音時間AT、音量減少之衰減時間DT、在 保持位準SL維持一定的音量之保持時間ST、及音量從保 持位準S L減少之釋音時間RT所構成。起音時間AT係爲 • 音量增大之開始時間,音量的開始位準從零位準至爲最大 音量之最高位準TL的時間。衰減時間DT係爲從爲最高 位準TL之位置至爲保持位準SL之位置而音量衰減的時 間。保持位準SL係爲維持一定音量時的音量,僅於爲衰 減時間DT與釋音時間RT之間的被保持之時間的保持時 間ST之間,維持一定音量。釋音時間RT係爲從爲保持 位準SL之位置至爲零位準之位置而音量減少的時間。在 此,音量從零位準開始至最高位準TL後,減少至保持位 準SL,在保持位準SL維持一定的音量之後,進而音量減 -21 - (19) ‘1300002 少至零位準。藉由基本包絡波形作成手段54所取得之關於 • 基本聲音的各種資料係儲存於RAM12。 • 圖7所示之太鼓圖形角色34b的基本包絡波形係藉由 音量從零位準開始至最高位準TL的起音時間AT、從最高 位準TL音量減少之衰減時間DT所構成。起音時間AT係 爲音量增大之開始時間,音量的開始位準從零位準至爲最 大音量之最高位準TL的時間。衰減時間DT係爲從爲最 φ 高位準TL之位置至爲零位準之位置而音量衰減的時間。 在此,音量從零位準開始至最高位準TL後,減少至零位 準,並不存在維持一定的音量之保持時間ST。再者,在 圖7因爲未圖示太鼓的打擊次數爲3次之狀況,圖示3個基 本包絡波形。在此,第3個基本包絡波形的衰減時間DT 係形成爲長於第1個、第2個基本包絡波形的衰減時間DT ,此爲太鼓的打擊以第1個、第2個、第3個之順序爲「don 」、「don」、「doon」之方式,用以賦予殘音感給第3個 • 太鼓的打擊者。藉由基本包絡波形作成手段54所取得之關 於基本聲音的各種資料係儲存於RAM1 2。 包絡波形作成手段55係具備藉由樂曲條件判斷手段55 判斷達成特定樂曲條件時,以藉由基本包絡波形作成手段 54所作成之圖5或圖7所示之基本包絡波形爲基準,藉由作 成圖6或圖8所示之包絡波形,而決定關於藉由加油歌曲作 成手段52所作成之樂曲的音量之音量資訊的功能。 在包絡波形作成手段5 5,於達成特定樂曲條件之圖4 的B部分之音符角色33中,以圖5所示之基本包絡波形作 -22- (20) 1300002 爲基準,作成圖6所示之包絡波形。又,在包絡波形作成 • 手段55,於達成特定樂曲條件之圖4的D部分之太鼓圖形 - 角色34b中,以圖7所示之基本包絡波形作爲基準,作成 圖8所示之包絡波形。再者,在包絡波形作成手段55,於 達成特定樂曲條件之圖4的A部分之音符角色33及圖4的C 部分之太鼓圖形角色34b中,作成相同於圖5或圖7所示之 包絡波形的包絡波形。 φ 圖6所示之音符角色3 3的基本包絡波形係藉由音量從[0002] (1) Inventive Description of the Invention [Technical Field] The present invention relates to a recording medium for recording a game program, and more particularly to a recording medium for recording a game program for causing a computer to reproduce a game of a game sound. Further, a game device and a game control method realized by the recording medium on which the game program is recorded are provided. [Prior Art] Various games have been proposed from the past. As one of them, there is a competition video game in which a player character displayed on a monitor is operated to compete, and for example, a baseball game is known. In this kind of baseball game, the player selects the baseball team of the team to which each player character belongs, and can play against other players and computers of other baseball teams. In such a baseball game, it is also known that, for example, when the baseball team selected by the player is in an attack, the performance is a fueling song for the baseball team selected by the player (for example, Patent Document 1). In addition, when the baseball team selected by the opponent is attacked, it is used as a cheering song for the baseball team selected by the opponent. This kind of refueling song is a special song for individual baseball teams, which is different for each team. In addition, when the baseball team is attacking, the team not only plays the cheering songs dedicated to the baseball team, but also plays the special songs for the players who enter the strike zone. Such a fueling song will be pre-recorded in memory as a tune, and the memory and player will be composed of the music and archived in the memory. When the player's selected baseball team is attacking, it will automatically play 0 -4- (2) 4 1300002 Also, in such a refueling song, the volume of the refueling song is determined by indicating the envelope waveform of the change with respect to time. Envelope, (envelope) waveform is determined by the attack time, decay time, hold level, and release time. The attack time is the start time of the volume increase, and the start level of the volume is from zero level to the top level. The decay time is the time from which the volume is attenuated from the position of the highest level to the position of the held level. % # Maintain level is the volume at which a certain volume is maintained, and is maintained at a certain volume only during the hold time between the decay time and the release time. The release time is the time during which the volume is reduced from the position to maintain the level to the zero position. Furthermore, when the volume is kept and the hold time does not exist, there is a decay time or a release time after the attack time. In such an envelope waveform, the volume from the zero level increases to the highest level of the maximum volume during the attack time, and decreases from the highest level to the hold level during the decay time, and remains constant during the hold time. The volume is maintained at a level that is reduced from the hold level to the zero level during the release time. Here, in all the refueling songs, the volume of the refueling song starts from the zero position and decreases at the highest level, and after the level is maintained at a certain volume, the volume is reduced to the zero level. [Patent Document 1] Japanese Laid-Open Patent Publication No. Hei No. 1-1-468. SUMMARY OF THE INVENTION In the conventional baseball game that can play a refueling song, in all the refueling songs, the volume of the refueling song starts from the zero position and is at the highest position. Accurate-5- (3) 1300002 The amount is reduced, after maintaining the level to maintain a certain volume, and then the volume is reduced to zero. For this reason, for example, the instrument is a horn, in a phrase with a plurality of consecutively arranged phrases of a 16 plural note, because the tone of the first 16th note in the attack time reaches the highest level. Previously, the second 16th note will be reproduced, so the sound of the first 16th note will be canceled after the second 16th note, and there is no way to reproduce the refueling songs like the spectrum. In addition, the instrument is a percussion instrument such as a Taiko drum, and a refueling song having a plurality of phrases that are continuously arranged in a fine drum, is regenerated 2nd because the sound of the first Taiko in the decay time is the volume near the highest level. After the sound of the Taiko drum, the sound of the first Taiko drum overlaps the second one, and the sound of the Taiko drum is cancelled. An object of the present invention is to solve the problem of reproduction of game sounds in a recording medium on which a game program is recorded. The recording medium φ of the recording game program of the first application of the patent scope is a recording medium for recording a program for realizing a game in which a game sound can be reproduced. (1) A song composition function can be made into a piece of music having various pieces of music information for generating game sounds. (2) The music condition judgment function judges whether or not various music information reaches a specific music condition. (3) The basic envelope waveform creation function is a basic envelope waveform that determines the basic volume information of the pitch of the game sound. (4) The envelope waveform creation function is based on the basic envelope waveform that is successfully generated by the basic envelope waveform when the music condition determination function (4) 1300002 is judged to be a specific music condition. The sound volume of the game sound • The volume information of the volume is determined by the envelope waveform. In the game creation function by the program, a music piece having various pieces of music information for generating game sounds is created. Here, the various pieces of music information are information necessary for generating game sounds such as intervals, lengths of sounds, intervals of notes, songs, melody, and types of musical instruments. In the Yu φ 曲 condition judgment function, it is judged whether or not various music information reaches a specific musical condition. Here, the specific music condition, for example, the condition that the sound length is within a specific length range among various music information, and the conditions of various music information regarding the condition that the note interval of the specific musical instrument is within a specific range, and the response game The conditions determined by various information such as the characteristics of the character. In the basic envelope waveform creation function, the basic volume information about the volume of the game sound is determined. Here, the envelope waveform is a waveform indicating a change in the volume with respect to time, and is a waveform determined by the attack time, the decay time, the hold level, and the release time. Moreover, the volume information is set information of the volume (level) with respect to time, and is also the number of attack time, decay time, hold level, release time, highest level, hold time, and the like.値 Information. In particular, the basic volume information is set information for the initial state of the music in the volume information. In the envelope waveform creation function, when it is judged that the specific music condition is reached by the music condition determination function, the volume information about the volume of the game sound is determined based on the basic envelope waveform formed by the basic envelope waveform creation function. For example, consider a situation in which a baseball game that realizes the action of a player character is played, and the playing song of the player character of (5) 1300002 is played. Here, by the music composition-function, a music piece having various pieces of musical information such as an interval, a sound length, a note interval, a song, a melody, a musical instrument type, and the like for generating a fueling song corresponding to the player character is created. Next, it is judged by the music condition judging function whether or not each piece of music information reaches a specific tune condition. Here, it is judged whether or not the condition of the various pieces of music information, such as the condition that the note is a 16th note, and the condition that the note of the percussion instrument such as the Taiko drum is continuous and continuous. Next, the basic envelope waveform creation function determines the basic volume information about the volume of the fueling song corresponding to the player character. Then, by the envelope waveform creation function, when the specific music condition is determined by the music condition determination function, the basic envelope waveform formed by the basic envelope waveform creation function is used as a reference to determine the fueling song for the corresponding player character. Volume volume information. Here, for example, a condition in which the note is a 16th note is set as a specific music condition, and when the specific music condition is achieved, the envelope waveform is created in such a manner as to shorten the attack time of the basic envelope waveform. Further, the notes of the percussion instrument such as the Toto drum are set to be infinite and continuous, and when the specific music condition is reached, the envelope waveform is formed in such a manner as to shorten the decay time of the basic envelope waveform. In the recording medium of the recording game program, when the music condition creation function is judged to be a specific music condition by the envelope waveform determination function, the basic envelope waveform formed by the basic envelope waveform creation function is used as a reference to determine The volume information of the volume of the game sound. Here, for example, as a specific music condition, for example, a condition that the note is a 16th note is set, and when the specific music condition is achieved, an envelope is formed in a manner of shortening the attack of the basic envelope waveform by -8-(6) 1300002. The waveform is the tone of the 16th note after the second to the highest level after the first 16-note of the attack time reaches the highest level, and it is harder to cancel the tone of the first 16th note. The sound of the 16th note after the second. In addition, the notes of the percussion instrument such as the Taiko drum are set to be infinitely continuous, and when the specific music condition is achieved, the envelope waveform is formed by shortening the decay time of the basic envelope waveform, so that it is the first in the decay time. After the sound of the Taiko drum is attenuated near the zero level, the sound of the Taiko drum after the second φ is reproduced, so that the overlap of the sound of the first Taiko drum and the sound of the second drum after the second drum is reduced. Therefore, by such an envelope waveform creation function, since the refueling song such as the spectrum surface is reproduced or the sound having a bad pronunciation is not reproduced, the problem of reproduction of the game sound can be released. The recording medium for recording the game program of the second application of the patent scope is the recording medium of the game program recorded in the first item, and the envelope waveform creation function is a variety of music information of the music piece formed by the music composition creation function. And made an envelope waveform. ♦ Here, for example, since the envelope waveform is created by applying various pieces of music information such as the interval of the game, the length of the sound, the interval of the notes, the melody, the melody, the type of the musical instrument, etc., it can be made suitable for the main part of the game sound. The envelope waveform, for which it is easy to remove the problem of regeneration of the game sound. The recording medium for recording the game program of the third application of the patent scope is the recording medium for recording the game program described in the second item, wherein the envelope waveform creation function is when the note length of the music information is within a specific length range. The envelope waveform is created in such a manner that the attack time of the volume information is shortened while maintaining the maximum level of the attack level of the volume information. -9- (7) 1300002 Here, for example, when it is a wind instrument such as a horn, as a specific music condition ^ for example, the condition that the note is a 16th note is set, when the specific music condition is reached, because the basic envelope waveform is shortened. The attack time is used to create the envelope waveform. Therefore, after the sound of the first 16th note in the attack time reaches the highest level, the sound of the 16th note after the second is reproduced, which is difficult for the first 16th. The sound of the partial note cancels the sound of the 16th note after the second. Therefore, by such an envelope waveform function, since the refueling song # as the spectrum is reproduced, the problem of reproduction of the game sound can be released. The recording medium for recording the game program of claim 4 is the recording medium for recording the game program described in the second item, and the envelope waveform creation function is based on the note interval of the specific instrument as the music information being within a specific range. In the state where the maximum attenuation of the volume information is maintained, the envelope waveform is created by shortening the decay time as the volume information. Here, for example, the note of the percussion instrument such as the Taiko drum is set to the condition of the infinity and the continuous condition, and when the specific music condition is achieved, the envelope waveform is formed by shortening the decay time of the basic envelope waveform, thereby becoming the decay time. After the sound of the first Taiko drum reaches the zero level, the sound of the Taiko drum after the second one is reproduced, and the overlap between the sound of the first Taiko drum and the sound of the second drum after the second drum is reduced. Therefore, with such an envelope waveform creation function, since the sound of poor pronunciation is not reproduced, the problem of reproduction of the game sound can be released. The game device of claim 5 is a game device for realizing a game for reproducing game sounds. The game device includes a music composition -10- (8) 1300002 segment, a music condition determination means, a basic envelope waveform creation means, and an envelope-waveform creation means. In the music composition means, a music piece having various pieces of music information for generating a game sound is created. In the music condition judging means, it is judged whether or not the various pieces of music information reach a specific tune condition. In the basic envelope waveform forming means, the basic volume information about the volume of the game sound is determined. In the envelope waveform forming means, when the predetermined music condition is determined by the music condition determining means, the volume information about the volume of the game sound is determined based on the basic envelope waveform created by the basic envelope waveform forming means. The game control method for the sixth application of the patent scope is a game control method for realizing a computer and reproducing a game of a game sound. The game control method includes a music composition creation step, a music condition determination step, a basic envelope waveform creation step, and an envelope waveform creation step. In the music composition forming step, a music piece having various pieces of music information for generating a game sound is created. In the music condition judgment step, it is judged whether or not each piece of music information reaches a specific music piece condition. In the basic envelope waveform creation step, the basic volume information about the volume of the game sound is determined. In the envelope waveform forming step, when it is judged that the specific music condition is reached by the music condition judging step, the volume information about the volume of the game sound is determined based on the basic envelope waveform formed by the basic envelope waveform forming step. [Embodiment] [Structure and Operation of Game Device] Fig. 1 shows a basic configuration of a video game device 11 - (9) 1300002 according to an embodiment of the present invention. Here, as an example of the game device, a home video game device will be described. The home video game device includes a home game machine body and a home TV. In the home game machine system, the recording medium 10 can be loaded, and the game material is appropriately read from the recording medium 10 to execute the game. The content of the game so executed will be displayed on the home TV. The game system of the home video game device is composed of the control unit 1, the storage unit 2, the image display unit 3, the game sound output unit 4, and the operation input/output unit 5, and is connected to each other via the bus bar 6. The bus 6 includes an address bus, a data bus, and a control bus. Here, the control unit 1, the storage unit 2, the game sound output unit 4, and the operation input unit 5 are included in the home game machine body of the home video game device, and the image display unit 3 is included in the home TV. The control unit 1 is mainly provided based on a game program and is controlled to control the progress of the game as a whole. The control unit 1 is constituted by, for example, a CPU (Central Processing Unit) 7, a signal processing processor 8, and an image processing processor 9. The CPU 7 and the signal processing processor 8 and the image processing processor 9 are individually connected to each other via the bus bar 6. The CPU 7 interprets commands from the game program and performs various data processing and control. For example, the CPU 7 commands the image processing processor 8 to supply image data to the image processing processor. The signal processing processor 8 mainly performs calculations on a 3-dimensional space, position conversion calculation from a 3-dimensional space to a pseudo-elemental space, a light source calculation process, and generation processing of an image and a sound material. The image processing processor 9 mainly performs processing for writing the image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processing processor 8. -12- (10) 1300002 Memory Unit 2 is mainly used to store program data and various data used in program data. The memory unit 2 is composed of, for example, a recording medium 1 and a interface circuit 11 and a RAM (Random Access Memory) 12. A interface circuit 11 is connected to the recording medium 10. Then, the interface circuit i i and the RAM 12 are connected via the bus bar 6. The recording medium 10 is used to record game data composed of program data, image data, audio data, and various program data of the operating system. The recording medium 1 includes, for example, a φ R〇M (Read Only Memory) cassette, a compact disc, a flexible disc, and the like, and includes program data and game data of the operating system. Furthermore, the recording medium 10 further includes card type memory, which is mainly used to save various game parameters at the time of interruption when the game is interrupted. The RAM 1 2 is for temporarily storing various materials read from the recording medium 1 or temporarily recording the processing results from the control unit 1. While the RAM 12 system stores various data, it also stores address data indicating the memory location of various data, and can specify any address to read and write. The image display unit 3 is mainly provided with image data written in the RAM 12 by the image processing processor 9, image data read from the recording medium 1A, and the like, and is output as an image. The image display unit 3 is composed of, for example, a television monitor 20, a interface circuit 21, and a D/A converter (Digital-To-Analog Converter) 22. The D/A converter 22 is connected to the television monitor 20, and the interface circuit 21 is connected to the D/A converter 22. Then, a bus bar 6 is connected to the interface circuit 2 1 . Here, the image data is supplied to the D/A converter 22 via the interface circuit 21, where it is converted into an analog image signal. Then, the analog image signal is output as a portrait to the TV monitor. -13- (11) 1300002 20 〇 _ Here, the image data includes, for example, polygon data and material data. The polygon data is the coordinate data that constitutes the vertices of the polygon. The material is used to set the material in the polygon, and is composed of material indication data and material color data. The material indicator data is used to associate the polygon with the material. The material color data is used to specify the color of the material. Here, in the polygon data and the material data, it is indicated that the polygon address data of the data location and the material address data are associated with each other. In such image data, the polygon data (3 dimensional polygon data) in the 3 dimensional space represented by the polygon processing data by the signal processing processor 8 is based on the movement amount data and the rotation amount data of the screen itself (viewpoint). , coordinate conversion and perspective projection conversion, and replace the polygon data (2 dimensional polygon data) in the 2 dimensional space. Then, the polygon shape is formed by a plurality of 2 dimensional polygon materials, and the material data represented by the material address information is written in the inner region of the polygon. In this way, it is possible to express the attached objects in each polygon, that is, various characters. The game sound output unit 4 is mainly provided to output the sound data read from the recording medium 10 as a game sound. The game sound output unit 4 is composed of, for example, a speaker 13, an expansion circuit 14, a D/A converter 15, and a interface circuit 16. The speaker 13 is connected to the expansion circuit 14, the expansion circuit 14 is connected to the D/A converter 14, and the D/A converter 15 is connected to the interface circuit 16. Then, a bus bar 6 is connected to the interface circuit 16. Here, the audio data is supplied to the D/A converter 1 5 ' via the interface circuit 16 and converted into an analog audio signal. The analog audio signal is expanded by -14-(12) 1300002 by the expansion circuit 14, and is output as a game sound from the speaker 13. The audio data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse Code Modulation) data. For the condition of the ADPCM data, the game sound can be output from the speaker 13 in the same manner as described above. For the status of the PCM data, the PCM data is converted into ADPCM data in the RAM 12, and the game sound can be output from the speaker 13 in the same manner as described above. The operation input unit 5 is mainly composed of a controller 17 and an operation information interface circuit 18 and a interface circuit 19. The controller 1 7 is connected to the operation information interface circuit 18, and the operation information interface circuit 8 is connected to the interface circuit 19. Then, a bus bar 6 is connected to the interface circuit 19. The controller 17 is used for the operation device for the player to input various operation commands, and transmits an operation signal in response to the player's operation to the CPU 7. The controller 17 is provided with a first button 17a, a second button 17b, a third button 17c, a fourth button 17d, an up direction button 17U, a down direction button 17D, a left direction button 17L, a right direction button 17R, and an L1 button 17L1. The L2 button 17L2, the R1 button 17R1, the R2 button 17R2, the start button 17e, the selection button 17f, the left rocker 17SL, and the right rocker 17SR. The up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R are used, for example, to give the CPU 7 a command for moving the character and the cursor up and down and left and right on the screen of the television monitor 20. The start button 17e is used when the CPU 7 is instructed to load the game program from the recording medium 10. Further, when the title screen is displayed on the television monitor 20, the start button 17e is pressed, and the mode selection screen -15-(13) 1300002 for setting various modes is displayed on the television monitor 20. • The selection button 17f is used for the game program loaded from the recording medium 1 • When the CPU 7 is instructed to select various options. The left rocker 17SL and the right rocker 17SR are slightly similar to the so-called joystick structure. The rocker type controller has an upright rocker. The rocker is centered on the fulcrum and can be covered from the upright position in a 360-degree direction including the front, rear, left and right, and is a pourable structure. The left pan φ bar 17SL and the right rocker 17SR are used as the operation signal via the operation information interface circuit 18 and the interface circuit according to the tilting direction and the tilting angle of the rocker, and the X coordinate and the y coordinate with the upright position as the origin. 9, sent to CPU7. The first button 17a, the second button 17b, the third button 17c, the fourth button 17d, the L1 button 17L1, the L2 button 17L2, the R1 button 17R1, and the R2 button 17R2 are assigned to the game program loaded from the recording medium 10, respectively. Various functions. For example, the second button 17b and the third button 17c are used to instruct the CPU 7 when the menu item is determined and the operation proceeds to the next screen. The first button 17a and the fourth button 17d are used to perform the menu item. The CPU 7 is instructed to be used when the selection is canceled and canceled and returned to the previous screen. Furthermore, the buttons of the controller 17 other than the left rocker 1 7 SL and the right rocker 17 SR and the keys are turned ON by pressing from the external pressing force 'from the neutral position, such as pressing The pressure relief is the 〇FF/N/〇FF switch. The outline operation of the home video game device -16-(14) 1300002 constituted by the above configuration will be described below. If the power switch (not shown) is ON, in the game system 1 • When the power is turned on, the CPU 7 reads the image data, the sound data, and the program data from the recording medium 10 based on the operating system recorded on the recording medium 1 . . Some or all of the image data, audio data and program data read out are stored in the RAM 12. Then, the CPU 7 issues an instruction to the image data and the sound data stored in the RAM 12 based on the program data stored in the RAM 12. In the case of the image data, 'based on the instruction from C P U 7 , the first φ first, the signal processing processor 8 performs position calculation and light source calculation on the character in the three-dimensional space. Next, the image processing processor 9 performs a process of writing the image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processing processing benefit 8. Then, the image data written in the RAM 12 is supplied to the D/A converter 22 via the interface circuit 21. Here, the image data is converted into an analog image signal by the D/A converter 22. Then, the image signal is supplied to the television monitor 20 as an image display. In the case of the sound data, first, the signal processing processor 8 performs sound data generation and processing based on the command from the CPU 7. Here, for the sound data implementation, for example, pitch conversion, addition of noise, setting of an envelope, setting of a level, and addition of a reverberation are performed. Next, the tone data is output from the signal processing processor 8 and supplied to the D/A converter 15 via the interface circuit 丨6. Here, the audio data is converted into an analog audio signal. Then, the audio data is output from the speaker 13 as a game sound via the expansion circuit 14. [Various Processing in Game Devices] -17- (15) 1300002 The game played in this game machine is, for example, a baseball game. The tour • The game machine can realize a game in which the character displayed on the television monitor 20 is operated. - Figure 2 is a functional block diagram for explaining the main effects achieved by the present invention. The control unit 1 mainly includes a character display means 50, a character action means 51, a fueling song creating means 5, a music condition determining means 53, a basic envelope waveform forming means 54, an envelope waveform forming means 55, and a refueling song playing. Means 5 6. The φ character display means 50 is provided with a function of displaying the pitcher character, the hitter character, and the note character 33 on the television monitor 20. The character display means 50 is displayed on the television monitor 20 to display a pitcher character and a hitter character (not shown). Further, in the character display means 50 and the fueling song creation screen 30 shown in Fig. 4, the note character 33 is displayed on the television monitor 20. In this means, the image data for the pitcher corresponding to the pitcher character, the image data for the hitter corresponding to the hitter character, and the image data for the note corresponding to the note character 33 are loaded from the storage unit 2 (for example, the recording medium® 1) 〇) is supplied to the RAM 12 and stored in the RAM 12. At this time, the image data for the pitcher and the image data for the pitch and the image for the note are recognized by the control unit (for example, CPU 7). Further, the coordinates of the hitter for displaying the image data for the hitter on the television monitor 20, the coordinates of the pitcher for displaying the image data for the pitcher on the television monitor 20, and the image for the note for the television monitor 20 are displayed. The note-based data of the data is supplied from the storage unit 2 (for example, the recording medium 10) to the RAM 12, and stored in the RAM 12. At this time, the image data for the hitter and the image data for the beater and the note for the note are recognized by the control unit 1 (for example, the CPU 7). In this way, the portrait data, the image data for the pitcher, and the image data for the notes stored in the ram 13 are supplied to the television via the image processing circuit 9 in response to instructions from the CPU 7. Supervisor • Camera 20. Then, the image data for the hitter, the image data for the pitcher, and the image data for the note are displayed on the television monitor 20 at a specific position based on the coordinate data for the hitter, the coordinate data for the pitcher, and the coordinate data for the note. Further, the indication for displaying the portrait data for the hitter, the image data for the pitcher, and the coordinate data for the note at the specific position of the television monitor 20 is executed by the CPU 7 φ. The character action means 51 has a function of operating the pitcher character and the hitter character. In the character display means 51, the pitcher character and the hitter character are operated. In this means, when the signal from the controller 17 for causing the pitcher character and the player character to operate is recognized by the control unit 1 (for example, the CPU 7), the portrait of the pitcher corresponding to the pitcher character is based on an instruction from the CPU 7. The data and the image data of the hitter corresponding to the hitter role are processed by the control unit 1 (for example, the signal processing processor 8 and the image processing processor 9). Then, the image data to be processed is supplied from the RAM 12 to the television monitor 20, and the pitching motion of the pitcher character and the swing motion of the player character are displayed on the television monitor 20 as an animation. The refueling song creating means 52 has a function of creating a piece of music having various pieces of music information for generating a refueling song with respect to the selection character. In the refueling song creation means 52, a tune and a rhythm such as a chance theme song common to the player character or the team to which the player character belongs are created, and the tune and the trumpet are the specific tune of the refueling song. The refueling song creating means 52 is arranged in the refueling song creation screen 30 shown in FIG. 4, and the interval and the length of the first character 33 -19- (17) 1300002 are set, and the musical notes character 3 3 are arranged in parallel to generate a tune. (melody). Further, the refueling song creating means 52 is attached to the refueling song creation screen 30 shown in Fig. 4, and the Taiko figure striking form in which the Taiko figure character 34b and the blank character 34c are arranged is selected in the sounding instrument form display area. Furthermore, the so-called various music information is used to generate music pieces of music pieces for refueling songs necessary for refueling songs such as intervals, lengths of sounds, intervals of notes, songs, melody, and musical instruments. Here, the music piece data of the music piece about the refueling song φ is stored in the RAM 12. The music condition judging means 53 has a function of judging whether or not the music piece of the refueling song made by the refueling song creation means 52 reaches a specific tune condition. The music condition determination means 531 determines whether or not the specific music condition is achieved by referring to the music condition determination table (not shown) stored in the memory unit 2. Here, the music condition is in the fueling song creation screen 30 shown in FIG. 4, and the sound length of the specific note character 33 is within a specific length range, specifically, the note character 33 is a 16th note (part B of FIG. 4). The condition, φ, and the note interval of the specific musical instrument are within a specific range, specifically, the note character 33 and the Taikoo figure character 34b disposed in the sounding instrument form display area 34a are infinite (the blank of the sounding instrument form display area 34a) The condition of the character 34c) and the continuous (part B and D of Fig. 4). Here, various materials such as whether or not the music condition determination table and the determination result of the specific music condition are reached are stored in the RAM 12. The basic envelope waveform creating means 54 has a function of determining the basic volume information of the volume of the music piece made by the fueling song creating means 52. In the basic envelope waveform forming means 5 4, in the note character -20-(18) 1300002 33 of Fig. 4, the base envelope waveform representing the volume change with respect to time shown in Fig. 5 is formed in Fig. 4 In the Taiko figure character 34b, the basic envelope waveform representing the volume change with respect to time shown in Fig. 7 is created. Here, the envelope waveform is a waveform indicating a change in volume (level) with respect to time, and is also caused by the attack time AT, the decay time DT, the hold level SL, the release time RT, and the highest bit. The waveform determined by the quasi-TL and the hold time ST. In particular, the basic envelope waveform represents an envelope waveform in the setting of the initial state when the music is made. That is, in the initial state setting, the basic envelope waveform of FIG. 5 is created in all the note characters 33 of the A portion and the B portion of FIG. 4, and all the Taiko graphic characters 34b of the C portion and the D portion of FIG. 4 are formed as FIG. The basic envelope waveform. The basic envelope waveform of the note character 3 3 shown in FIG. 5 is the attack time AT from the zero level, the decay time DT of the volume decrease, the hold time ST at which the volume is maintained at the hold level SL, and The volume is composed of the release time RT at which the level SL is reduced. The attack time AT is the start time of the volume increase, and the start level of the volume is from zero to the time of the highest level TL of the maximum volume. The decay time DT is the time from which the volume is attenuated from the position of the highest level TL to the position of the hold level SL. The hold level SL is a volume at which a certain volume is maintained, and a constant volume is maintained only between the hold time ST of the held time between the decay time DT and the release time RT. The release time RT is the time from which the volume is reduced from the position to maintain the position SL to the position of zero. Here, after the volume starts from the zero level to the highest level TL, it is reduced to the hold level SL. After the hold level SL maintains a certain volume, the volume is reduced by -21 - (19) '1300002 to zero level. . The various data about the basic sound obtained by the basic envelope waveform forming means 54 are stored in the RAM 12. • The basic envelope waveform of the Taiko figure character 34b shown in Fig. 7 is composed of the attack time AT from the zero level to the highest level TL and the decay time DT from the highest level TL volume reduction. The attack time AT is the start time of the volume increase, and the start level of the volume is from the zero level to the time of the highest level TL of the maximum volume. The decay time DT is the time at which the volume is attenuated from the position of the most φ high level TL to the position of zero level. Here, after the volume starts from the zero level to the highest level TL, it is reduced to the zero level, and there is no holding time ST for maintaining a certain volume. Further, in Fig. 7, three basic envelope waveforms are shown because the number of hits of the Taiko drum is not shown to be three. Here, the decay time DT of the third basic envelope waveform is formed to be longer than the decay time DT of the first and second basic envelope waveforms, which is the first, second, and third hits of the Taiko drum. The order of "don", "don", and "doon" is used to give the third person to the drums. The various data relating to the basic sound obtained by the basic envelope waveform forming means 54 are stored in the RAM 12. The envelope waveform creating means 55 is provided with the basic envelope waveform shown in FIG. 5 or FIG. 7 which is formed by the basic envelope waveform forming means 54 when the music condition determining means 55 determines that the specific musical condition is reached, and is created by The envelope waveform shown in Fig. 6 or Fig. 8 determines the function of the volume information of the volume of the music produced by the fueling song creating means 52. In the envelope waveform forming means 55, in the note character 33 of the portion B of Fig. 4 for achieving the specific musical condition, the basic envelope waveform shown in Fig. 5 is used as a reference -22-(20) 1300002, and as shown in Fig. 6, Envelope waveform. Further, in the envelope waveform creation/means 55, the envelope waveform shown in Fig. 8 is created using the basic envelope waveform shown in Fig. 7 as the reference in the Taiko pattern-character 34b of the D portion of Fig. 4 which achieves the specific musical condition. Further, in the envelope waveform creating means 55, an envelope similar to that shown in FIG. 5 or FIG. 7 is formed in the note character 33 of the portion A of FIG. 4 which realizes the specific musical condition and the Taiko figure character 34b of the portion C of FIG. The envelope waveform of the waveform. φ The basic envelope waveform of note character 3 3 shown in Figure 6 is by volume

零位準開始之起音時間AT、音量減少之衰減時間DT、在 保持位準SL維持一定的音量之保持時間ST、及音量從保 持位準SL減少之釋音時間RT所構成,而相同於圖5所示 之音符角色3 3的基本包絡波形之構成數量。又,圖6所示 之音符角色33的包絡波形係相同於圖5所示之音符角色33 的基本包絡波形之最高位準TL及保持位準SL的大小。 在此,於圖4的B部分之音符角色33中,因爲爲特定樂曲 # 條件之音符角色33達成爲16分音符之條件,故以圖6所示 之音符角色3 3的包絡波形之起音時間AT短於圖5所示之音 符角色3 3的基本包絡波形之起音時間AT的方式,作成包 絡波形。進而,在此於圖4的B部分之音符角色3 3中,因 爲爲特定樂曲條件之音符角色3 3達成無休符而連續之條件 ,故以圖6所示之音符角色33的包絡波形之衰減時間DT短 於圖5所示之音符角色3 3的基本包絡波形之衰減時間D T的 方式’作成包絡波形。又,在此,圖6所示之音符角色3 3 的包絡波形係起音時間AT、衰減時間DT、保持時間ST -23- (21) 1300002 、釋音時間RT的總時間相同於圖5所示之音符角色33的起 • 音時間AT、衰減時間DT、保持時間ST、釋音時間RT的 - 總時間。即,於圖4的B部分之音符角色33中,因爲藉由 包絡波形作成手段55,圖6所示之音符角色33的包絡波形 之起音時間AT及衰減時間DT係短於圖5所示之音符角色 33的包絡波形之起音時間AT及衰減時間DT,所以圖6所 示之音符角色33的包絡波形之保持時間ST係長於圖5所示 φ 之音符角色33的包絡波形之保持時間ST。再者,圖6所示 之音符角色33的包絡波形之釋音時間RT係相同於圖5所示 之音符角色3 3的基本包絡波形之釋音時間RT。藉由基本 包絡波形作成手段55所取得之關於音量的各種資料係儲存 於 RAM12。 圖8所示之太鼓圖形角色34b的包絡波形係藉由音量 從零位準開始至最高位準TL的起音時間AT、從最高位準 TL音量減少之衰減時間DT所構成,而相同於圖7所示之 • 太鼓圖形角色34b的基本包絡波形之構成數量。又,圖8 所示之太鼓圖形角色3 4 b的包絡波形係相同於圖7所示之 太鼓圖形角色34b的基本包絡波形之最高位準TL的大小 。在此,於圖4的D部分之太鼓圖形角色34b中,因爲爲 特定樂曲條件之配置於響樂器形式顯示部區域34a的太鼓 圖形角色34b達成無休符(空白角色34c)而連續之條件’故 以圖8所示之太鼓圖形角色3 4b的第1個、第2個包絡波形 之衰減時間DT短於圖7所示之太鼓圖形角色34b的第1個 、第2個基本包絡波形之衰減時間D T的方式,作成包絡 -24- (22) 1300002 波形。再者,第3個包絡波形的衰減時間DT係以相同於 • 第3個基本包絡波形的衰減時間DT之方式而形成,爲此 • ,將在圖8所示之太鼓圖形角色34b包絡波形太鼓加以打 撃3次時的總時間,係相同於將圖7所示之太鼓圖形角色 3 4b包絡波形太鼓加以打擊3次時的總時間。藉由基本包 絡波形作成手段55所取得之關於音量的各種資料係儲存於 RAM12。 φ 加油歌曲演奏手段56係具備將藉由加油歌曲作成手段 52所作成之樂曲,以對應包絡波形作成功能55所取得之包 絡波形的音量而加以演奏的功能。在加油歌曲演奏手段56 ,從RAM 12讀出藉由加油歌曲作成手段52所作成之關於樂 曲之樂曲資料及藉由包絡波形作成手段55所取得之關於音 量的各種資料,經由遊戲音輸出部4的介面電路1 6、D/A 轉換器1 5、擴大電路1 4,而藉由揚聲器1 3選手角色的加油 歌曲係以因應包絡波形知1 28階段的比率所定之音量而被 # 輸出至外部。 在此,藉由包絡波形作成手段55,於藉由樂曲條件判 斷手段53被判斷達成特定樂曲條件時,以藉由基本包絡波 形作成手段54所作成之基本包絡波形作爲基準,決定關於 對應選手角色之加油歌曲的音量之音量資訊。具體來說, 於圖4的B部分之音符角色33中,因爲爲特定樂曲條件之 音符角色33達成爲16分音符之條件,故以圖6所示之音符 角色33的包絡波形之起音時間AT短於圖5所示之音符角色 3 3的基本包絡波形之起音時間AT的方式,作成包絡波形 -25- (23) 1300002 。爲此,於起音時間AT中成爲於第1個16分音符的音到達 • 最高位準TL之後,再生第2個之後的16分音符的音,較難 • 因第1個16分音符的音抵消第2個之後的16分音符的音。又 ,於圖4的D部分之太鼓圖形角色34b中,因爲爲特定樂 曲條件之配置於響樂器形式顯示部區域34a的太鼓圖形角 色3 4b達成無休符(空白角色34c)而連續之條件,故以圖8 所示之太鼓圖形角色34b的第1個、第2個包絡波形之衰減 φ 時間DT短於圖7所示之太鼓圖形角色34b的第1個、第2個 基本包絡波形之衰減時間DT的方式,作成包絡波形。爲 此,於衰減時間DT中成爲於第1個太鼓的音於零位準附 近衰減之後,再生第2個之後太鼓的音,可減少第1個太鼓 的音與第2個之後太鼓的音之重疊部分。所以,藉由如此 之包絡波形作成手段55,因爲再生如譜面的加油歌曲或將 不會再生發音不良的音,故可解除關於相對於選手角色之 加油歌曲的再生之問題。 [於棒球遊戲中加油歌曲作成處理之槪要] 接著’針對棒球遊戲之加油歌曲作成畫面的具體內容 ’使用圖3以下所示之顯示於電視監視器2 0的顯示畫面而 加以詳細說明。 於本棒球遊戲中,玩家作成加油歌曲時係按下操作控 制器1 7的開始按鍵1 7 e,圖3所示之音效設定加油歌曲作成 選擇畫面2 5將顯示於電視監視器2 0。音效設定加油歌曲作 成選擇畫面2 5係具有配置於左側之音效設定畫面選擇項目 -26- (24) 1300002 26、及配置於音效設定畫面選擇項目26之右側的加油歌曲 - 作成畫面選擇項目27。 . 音效設定畫面選擇項目26及加油歌曲作成畫面選擇項 目27係於略矩形之框內上部個別配置音效設定及加油歌曲 作成畫面的文字,於略矩形之框內下部配置個別不同之角 色圖形。於音效設定畫面選擇項目26及加油歌曲作成畫面 選擇項目27之周圍係配置有表不已選擇音效設定畫面選擇 φ 項目26及加油歌曲作成畫面選擇項目27中任一之選擇游標 28。選擇游標Μ係配置爲藉由左方向鍵17L及右方向鍵 17R而可左右移動。 藉由左方向鍵17L及右方向鍵17R的操作,於音效設 定畫面選擇項目26之周圍配置選擇游標28,在該狀態按下 操作第2按鍵17b或第3按鍵17c時’則移動進行至未圖示 之音效設定畫面。在音效設定畫面,可進行選擇立體聲或 單聲道之立體聲設定;將環繞聲道爲〇N/OFF之環繞聲道 φ 設定;將實況、女播音員、裁判、加油歌曲、歡呼聲等之 音量以大、中、小設定之音量設定。進行各種設定,使選 擇游標移動至未圖示之用以決定的選擇項目而各種設定係 保存於RAM 1 2,之後回到音效設定加油歌曲作成選擇畫 面25。 藉由左方向鍵17L及右方向鍵17R的操作,於加油歌 曲作成畫面選擇項目27之周圍配置選擇游標28,在該狀態 按下操作第2按鍵17b或第3按鍵17c時,則移動進行圖4所 示之加油歌曲作成畫面3 0。 -27- (25) ‘1300002 加油歌曲作成畫面30係如圖4所示,具備:延伸於左 • 側之上下方向般地配置之鋼琴鍵盤3 1、成爲與鋼琴鍵盤3 1 - 之音程高度位置相同般地配置於鋼琴鍵盤3 1之右側的音符 輸入區域32、個別配置於音符輸入區域32之各音程位置的 複數音符角色33、上下並排配置於音符輸入區域32下部的 響樂器形式選擇項目34及吆喝聲形式選擇項目35、及於音 符輸入區域32上部左右並排複數選擇項目而配置之各種模 φ 式設定選擇項目36。 各種模式設定選擇項目36係如圖4所示,具有:從左 端朝右方向並排配置,用以回到由折回記號圖形所構成之 之前畫面的選擇項目36a、用以存檔的選擇項目36b、用以 移動至圖4所示之自動編輯作曲開始畫面40的自動編輯作 曲選擇項目36j、用以循環的選擇項目36c、曲調設定項目 36d、樣品資料選擇設定項目36e、及用以取消的選擇項目 36f。進而,於各種模式設定選擇項目36之右側,用以表 # 示現在的歌調及節奏之歌調設定顯示項目36g及節奏設定 顯示項目36h係於上下並排而配置。該等各選擇項目係如 圖4所示,使配置於各選擇項目之周圍的選擇游標36i ’移 動至自動編輯作曲選擇項目3 6 j而加以選擇。在此,操作 左方向鍵17L及右方向鍵17R使選擇游標36ι左右移動’將 選擇游標36i對準自動編輯作曲選擇項目36j而按下操作第 2按鍵17b或第3按鍵17c時,則選擇各設定項目。 接著,針對圖4所示之加油歌曲作成畫面30的鋼琴鍵 盤31、音符輸入區域32、音符角色33加以說明。 -28- (26) •1300002 鋼琴鍵盤3 1係如圖4所示,具有:藉由模擬現實鋼琴 - 鍵盤之圖形角色所構成,於特定音程位置並排於上下方向 - 而加以配置之黑鍵3 1 a、及白鍵3 1 b。鋼琴鍵盤3 1係於選擇 對應黑鍵31a及白鍵31b之音程的音符角色33時(在圖4爲 Sol的音程位置),更具有與黑鍵31a及白鍵31b之通常色 調不同的選擇鍵31c(在圖4爲Sol的白鍵位置)。藉由述設 置如此之選擇鍵3 1 c,玩家可即時目視選擇了哪個音符角 φ 色 33。 " 音符輸入區域32係如圖4所示,具有:由於上下並排 而配置之橫方向直線所構成的音程基準線32a、及由正交 於音程基準線32a般地並排於左右而配置之縱方向直線所 構成的音長基準線3 2b。音程基準線3 2a係形成爲與鋼琴鍵 盤3 1的白鍵3 1 b之間隔相同,個別與白鍵3 1 b的上下線連 接。音長基準線32b係以每於4條線且爲與其他線粗不同 之方式設置,進而以每於1 6條線爲1小節且與其他線粗細 • 及色調不同之方式設置。於音符輸入區域32的左上位置及 右上位置係配置有現在及下一小節號碼32c(在圖4爲第2、 3小節)。小節位置係藉由個別操作控制器17的L1按鍵17L1 及R1按鍵17R1,而可使畫面移動至之前的小節及下一小 節。 音符角色3 3係如圖4所示,配置於音符輸入區域3 2的 音程基準線32a及音長基準線32b的任意位置。在此,依 據音符角色33的上下方向之高度位置而設定音程,依據音 符角色3 3的橫方向之長度而設定音長,依據該等組合而設 -29- (27) 1300002 定曲調(旋律)。音符角色33係如圖4所示,具有:具有較 • 音程基準線32a之間長度稍短之短邊,可變更長邊長度之 . 略矩形的矩形角色33a、配置於矩形角色33a內部的略中央 部,表示音程的文字角色33b、配置於矩形角色33a上部的 略中央部,由喇叭等之圖形所構成的圖形角色3 3 c、及設 置於矩形角色33a的4角落,表示選擇矩形角色33a之選擇 游標33d。 φ 矩形角色33a係爲4角落被倒角之略矩形的角色,高 度位置可配置於音程基準線32a上(黑鍵31a位置)或高度位 置可配置於音程基準線32a之間(白鍵31b位置),藉此設定 音程。又,矩形角色33a係可任意變更橫方向長度,藉此 設定音長。 變更如此之矩形角色3 3 a的橫方向長度,係操作上方 向鍵17U、下方向鍵17D、左方向鍵17L及右方向鍵17R, 而使選擇游標33d移動至Sol的音程位置之矩形角色33a # 的位置。然後,一邊按下操作第2按鍵17b或第3按鍵17c, 一邊操作左方向鍵17L及右方向鍵17R時,可將矩形角色 3 3 a的右側位置於左右方向移動(參照圖4)。一邊按下操作 第2按鍵17b或第3按鍵17c,一邊操作左方向鍵17L及右方 向鍵17R時,而矩形角色33a的橫方向長度成爲所希望之 長度時,如解除第2按鍵17b或第3按鍵17c的按下操作, 則矩形角色33a的橫方向長度係確定於該位置。在此,因 爲藉由解除第2按鍵17b或第3按鍵17c的按下操作之操作 ,而確定矩形角色33a的橫方向長度,故相較於再度按下 -30- (28) 1300002 操作第2按鍵17b或第3按鍵17c之狀況,玩家較易於操作 . 〇 - 又’變更如此之矩形角色33a的上下方向位置,係操 作上方向鍵17U、下方向鍵17D、左方向鍵17L及右方向鍵 17R,而使選擇游標33d移動至Sol的音程位置之矩形角色 3 3a的位置。然後,一邊按下操作第2按鍵17b或第3按鍵 17c ’ 一邊操作上方向鍵17U及下方向鍵17D時,可將矩形 φ 角色33a移動於上下方向(參照圖4)。一邊按下操作第2按 • 鍵17b或第3按鍵17c,一邊操作上方向鍵17U及下方向鍵 17D時,而矩形角色33a的上下方向高度成爲所希望之位 置時,如解除第2按鍵17b或第3按鍵17c的按下操作,則 矩形角色3 3 a的上下方向高度係確定於該位置。在此,因 爲藉由解除第2按鍵17b或第3按鍵17c的按下操作之操作 ’而確疋矩形角色33a的上下方向局度,故相較於再度按 下操作第2按鍵17b或第3按鍵17c之狀況,玩家較易於操 • 作。 在圖4,於第2小節中,Sol的音程位置且4分音符(4格 份)的音符角色33係無休符而並排配置(圖4的A部分),Si 的音程位置且16分音符(1格份)的音符角色33及Sol的音程 位置且16分音符(1格份)的音符角色33係無休符而並排配 置(圖4的B部分),進而Mi的音程位置且8分音符(2格份) 的音符角色33及Sol的音程位置且8分音符(2格份)的音符 角色33係無休符而並排配置。在圖4的B部分,因爲16分 音符(1格份)的音符角色3 3係無休符而連續並排配置,故 -31 - (29) 1300002 達成前述特定樂曲條件。 . 如此,藉由一邊使複數矩形角色33a之上下方向高度 • 及橫方向長度變化,一邊加以配置,利用玩家易於操作之 使用者介面,可容易作成具有曲調的基本樂曲。 如此玩家所作成之樂曲係藉由將選擇游標36i對準各 種模式設定選擇項目3 6之用以存檔的選擇項目3 6b而加以 選擇操作,可於記憶部2命名作爲與打者角色建立關聯的 φ 資料並加以保存。藉此,於打者角色進入打擊區時,將自 動演奏玩家所作成之樂曲。又,玩家所作成之樂曲係可任 意讀入而再加以編輯、刪除,或由轉換爲隨機之平假名的 羅列所構成之密碼而與其他玩家交換。 又,於圖4中將後述之音符角色3 3的選擇游標3 3 d對 準響樂器形式選擇項目34之響樂器形式顯示區域34a而進 行選擇操作時’則顯示未圖示之響樂器形式選擇畫面。在 響樂器形式選擇畫面,係爲可選擇不具有曲調之太鼓的打 • 擊形式之畫面。已選擇之太鼓的打擊形式,係作爲代表太 鼓的打擊之太鼓圖形角色34b及代表休符之空白角色34c 而顯示於響樂器形式顯示區域34a。 在圖4’於響樂器形式顯不區域34a係並排配置太鼓 圖形角色34b、空白角色34c、太鼓圖形角色34b(圖4的C 部分),進而3個太鼓圖形角色34b係無休符(空白角色34c) 而並排配置(圖4的D部分)。在圖4的D部分,因爲3個的 太鼓圖形角色34b係無休符(空白角色34c)而連續並排配置 ,故達成前述特定樂曲條件。 -32- (30) 1300002 進而’於圖4中將音符角色3 3的選擇游標3 3 d對準吆 • 喝腎形式選擇項目35之吆喝聲形式顯示區域35a而進行選 - 擇操作時’則顯示未圖示之吆喝聲形式選擇畫面。在吆喝 聲形式選擇畫面,係爲可選擇「轟遠一點」、「燃燒吧丨 燃燒吧!」、「let、s G〇!let、s GO!」、「GO GO ! let、s G〇!」 等之Π么喝聲形式的畫面。已選擇之吆喝聲形式,係爲作爲 「轟遠一點」、「燃燒吧!燃燒吧丨」、「let、s G〇!let、s GO!」 「G〇GO!letVsGO!」等之文字角色而顯示於吆喝聲形式 顯示區域。在圖4,於吆喝聲形式顯示區域3 5 a係顯示「 燃燒吧!燃燒吧!」之文字角色。 又’於圖4所示之加油歌曲作成畫面30中,按下操作 開始按鍵1 7e時,於已完成之樂曲重疊太鼓及吆喝聲的聲 音並加以演奏。又,於加油歌曲作成畫面30之右下係配置 有由「START :再生」之文字角色所構成之按鍵操作指示 項目3 8。在此,玩家係僅遵從按鍵操作指示項目3 8之指示 • ,即可容易地進行各種操作。 [於棒球遊戲中從加油歌曲作成處理至加油歌曲演奏處理 執行時之各種槪要流程] 使用圖9所示之流程圖說明於本實施形態的棒球遊戲 中之從加油歌曲作成處理至加油歌曲演奏處理之一連串的 處理。 首先,圖3所示之音效設定加油歌曲作成選擇畫面25 中,藉由左方向鍵17L及右方向鍵17R的操作,於加油歌 -33- (31) 1300002 曲作成畫面選擇項目27周圍配置選擇游標28 ’在該狀態按 - 下操作第2按鍵17b或第3按鍵17c時,則移動進行圖4所示 . 之加油歌曲作成畫面3 0而開始圖9所示之加油歌曲作成處 理(S1)。 步驟S 1的加油歌曲作成畫面係於圖4所示之加油歌曲 作成畫面30中’藉由設定苜符角色33的音程及苜長,及選 擇將太鼓圖形角色34b及空白角色34c加以配置之太鼓的 φ 打擊形式,而作成具有選手角色或選手角色所屬球隊共通 的機會主題曲等之曲調及韻律的喇叭及太鼓之樂曲。進行 步驟S2的加油歌曲作成處理時,則進行基本包絡波形作 成處理(S2)。 在步驟S2的基本包絡波形作成處理,係決定在步驟 S 1的加油歌曲作成處理所作成之關於加油歌曲的音量之基 本音量資訊。在此,於圖4所示之加油歌曲作成畫面30的 A部分及B部分之所有音符角色33中,作成圖5所示之基 • 本包絡波形,圖4所示之加油歌曲作成畫面30的C部分及 D部分的所有太鼓圖形角色34b中,作成圖7所示之基本包 絡波形。藉由該等基本包絡波形,而決定關於加油歌曲的 音量之基本音量資訊。 接著,判斷在步驟S 1的加油歌曲作成處理所作成之 加油歌曲是否達成特定樂曲條件(S3)。具體來說,在步驟 S3的樂曲條件判斷處理,係於圖4所示之加油歌曲作成畫 面30中’判斷是否達成苜符角色33爲16分音符(圖4的B部 分)之條件、及音符角色33及配置於響樂器形式顯示區域 -34- (32) 1300002 34a的太鼓圖形角色34b爲無休符(於響樂器形式顯示區域 • 34a之空白角色34c)而連續(圖4的B部分及D部分)之條件 . 。加油歌曲達成特定樂曲條件時(圖4的B部分及D部分) ,係移動進行至包絡波形作成處理(S4),加油歌曲未達成 特定樂曲條件時(圖4的A部分及C部分),係作成相同於 圖5或圖7所示之基本包絡波形的包絡波形,而移動進行至 加油歌曲演奏處理(S 5 )。 φ 在步驟S4的包絡波形作成處理,係在步驟S3的樂曲 條件判斷處理判斷達成特定樂曲條件時,以步驟S2的基 本包絡波形作成處理所作成之圖5或圖7所示之基本包絡波 形爲基準,藉由作成圖6或圖8所示之包絡波形,而決定在 步驟S 1的加油歌曲作成處理所作成之關於樂曲的音量之 音量資訊。 具體來說,在步驟S4的包絡波形作成處理,係於圖4 的B部分之音符角色33中,因爲爲特定樂曲條件之音符角 # 色33達成爲16分音符之條件,故以圖6所示之音符角色33 的包絡波形之起音時間AT短於圖5所示之音符角色33的基 本包絡波形之起音時間AT的方式,作成包絡波形。進而 ,在此於圖4的B部分之音符角色33中,因爲爲特定樂曲 條件之音符角色33達成無休符而連續之條件,故以圖6所 示之音符角色33的包絡波形之衰減時間DT短於圖5所示之 音符角色33的基本包絡波形之衰減時間DT的方式,作成 包絡波形。 又,在步驟S4的包絡波形作成處理,係於圖4的D部 -35- (33) 1300002 分之太鼓圖形角色34b中’因爲爲特定樂曲條件之配置於 . 響樂器形式顯示部區域34a的太鼓圖形角色34b達成無休 . 符(空白角色34c)而連續之條件’故以圖8所示之太鼓圖形 角色34b的第1個、第2個包絡波形之衰減時間DT短於圖7 所示之太鼓圖形角色34b的第1個、第2個基本包絡波形之 衰減時間DT的方式’作成包絡波形。 在此作成圖6或圖8所示之包絡波形時,則移動進行至 φ 步驟S 5的加油歌曲演奏處理。 ' 步驟S 5的加油歌曲演奏處理,係經由遊戲音輸出部4 的介面電路16、D/A轉換器15、擴大電路14,而藉由揚聲 器1 3選手角色的加油歌曲係以因應包絡波形的音量而輸出 至外部。 在此,藉由步驟S4的包絡波形作成處理,於在步驟 S3的樂曲條件判斷處理被判斷達成特定樂曲條件時,以在 步驟S 2的基本包絡波形作成處理所作成之基本包絡波形 • 作爲基準,決定關於相對於選手角色之加油歌曲的音量之 音量資訊。具體來說,於圖4的B部分之音符角色33中, 因爲爲特定樂曲條件之音符角色33達成爲16分音符之條件 ,故以圖6所示之音符角色33的包絡波形之起音時間AT短 於圖5所示之音符角色33的基本包絡波形之起音時間AT的 方式,作成包絡波形。爲此,於起音時間AT中成爲於第 1個16分音符的音到達最高位準TL之後,再生第2個之後 的16分音符的音,故較難因第丨個16分音符的音抵消第2個 之後的1 6分音符的音。又,於圖4的D部分之太鼓圖形角 -36- (34) 1300002 色3 4b中,因爲爲特定樂曲條件之配置於響樂器形式顯示 • 部區域34a的太鼓圖形角色34b達成無休符(空白角色34c) . 而連續之條件,故以圖8所示之太鼓圖形角色34b的第1個 、第2個包絡波形之衰減時間DT短於圖7所示之太鼓圖形 角色34b的第1個、第2個基本包絡波形之衰減時間DT的 方式,作成包絡波形。爲此,於衰減時間DT中成爲於第 1個太鼓的音於零位準附近衰減之後,再生第2個之後太鼓 φ 的音,可減少第1個太鼓的音與第2個之後太鼓的音之重疊 部分。所以,藉由進行步驟S 4的包絡波形作成處理,因 爲再生如譜面的加油歌曲或將不會再生發音不良的音,故 可解除關於相對於選手角色之加油歌曲的再生之問題。 [其他實施形態] (a) 在前述實施形態,揭示使用作爲可適用遊戲程式 之電腦之一例的家庭用視訊遊戲裝置之狀況的範例,但是 # ,遊戲裝置係並不限定於前述實施形態,藉由執行監視器 爲別體構成之遊戲裝置、監視器爲一體構成之遊戲裝置、 及遊戲程式,也可同樣適用於作爲遊戲裝置而作用之個人 電腦及工作站、及攜帶型遊戲裝置、及行動電話、及PDA 、或業務用遊戲裝置等。 (b) 於本發明亦包含用以實行如前述之遊戲的程式、 及記錄該程式之電腦可讀取之記錄媒體。作爲該記錄媒體 係卡匣以外可舉出,例如,電腦可讀取之可撓性碟、半導 體 §己憶體、CD-ROM、DVD、BD-R〇M(Blu-ray Disk-R〇M) -37- (35) ♦1300002 、UMD、ROM卡匣、其他者。 . (c)在前述實施型態,作爲於遊戲機中實行之遊戲, • 舉出棒球遊戲而加以說明’但是,所實行之遊戲係並不限 定於此者’可適用於各種遊戲。例如,亦可同樣適用於足 球及格鬪技等之各種的運動遊戲、模擬遊戲、射擊遊戲、 角色扮演遊戲等。 (d)在前述實施形態,特定樂曲條件係爲音符角色3 3 φ 爲16分音符之條件,及太鼓圖形角色34b爲無休符(空白角 ’ 色34c)而連續之條件,但是,本發明並不限定於該等樂曲 條件,爲用以產生遊戲音的音程、音長、音符的間隔、歌 調、旋律、樂器的種類等之其他樂曲資訊所致之條件亦可 。例如,於圖7所示之太鼓圖形角色3 4 b的基本包絡波形 中,爲於第η個(η爲自然數)的基本包絡波形的起音時間 Α丁開始時刻,與第(n + 1)個的基本包絡波形的起音時間 AT開始時刻之間隔係成爲例如200毫秒時,達成特定樂曲 # 條件之條件亦可。 [產業上之利用可能性] 依據本發明,於遊戲程式中,因爲藉由包絡波形作成 功能,於藉由樂曲條件判斷功能被判斷達成特定樂曲條件 時,以藉由基本包絡波形作成功能所作成之基本包絡波形 作爲基準,決定關於遊戲音的音量之音量資訊’所以可解 除關於遊戲音的再生之問題。 -38- (36) 1300002 【圖式簡單說明】 • [圖1 ]利用本發明之一實施形態的視訊遊戲裝置之基 . 本構成圖。 [圖2 ]作爲前述視訊遊戲裝置之一例的功能區塊圖。 [圖3]表示棒球遊戲之音效設定加油歌曲作成畫面圖 〇 [圖4]表示於音符輸入區域配置音符角色時之加油歌 φ 曲作成畫面圖。 ^ [圖5]表示將相對於圖4的加油歌曲(A部分)之時間的 音量變化加以表示之基本包絡波形的圖。 [圖6]表示將相對於圖4的加油歌曲(B部分)之時間的 音量變化加以表示之包絡波形的圖。 [圖7]表示將相對於圖4的加油歌曲(C部分)之時間的 音量變化加以表示之基本包絡波形的圖。 [圖8]表示將相對於圖4的加油歌曲(D部分)之時間的 • 音量變化加以表示之包絡波形的圖。 [圖9]關於前述棒球遊戲之加油歌曲作成處理至加油 歌曲演奏處理之一連處理的流程圖。 【主要元件符號說明】 1 :控制部 2 :記憶部 3 :畫像顯示部 4 :遊戲音輸出部 -39- (37) •1300002 5 :操作輸入部 . Ί ·· CPU . 13 :揚聲器 1 7 :控制器 20 :電視監視器 25 :音效加油歌曲作成選擇畫面 3 0 :加油歌曲作成畫面 φ 3 1 :鋼琴鍵盤 — 3 2 :音符輸入區域 3 3 :音符角色 33a :矩形角色 33b :文字角色 33c :圖形角色 33d :選擇記號角色 34 :響樂器形式選擇項目 # 34a :響樂器形式顯示區域 3 4b :太鼓圖形角色 34c :空白角色 35 :吆喝聲形式選擇項目 35a :吆喝聲形式顯示區域 36 :各種模式設定選擇項目 3 6a :用以回到之前畫面的選擇項目 36b :用以存檔的選擇項目 36c :用以循環的選擇項目 -40- (38) 1300002 3 6 d :曲調設定項目 - 36e :樣品資料選擇設定項目 . 36f :用以取消的選擇項目 3 6 g :曲調設定顯示項目 36h :節奏設定顯示項目 36i :選擇游標 36j :自動編輯作曲選擇項目 φ 50 :角色顯示手段 ^ 5 1 :角色動作手段 52 :加油歌曲作成手段 53 :樂曲條件判斷手段 54 :基本包絡波形作成手段 55 :包絡波形作成手段 5 6 :加油歌曲演奏手段 AT :起音時間 # DT :衰減時間 RT :釋音時間 SL :保持位準 ST :保持時間 TL :最高位準 -41 -The attack time AT starting at the zero level, the decay time DT of the volume decrease, the hold time ST at which the hold level SL maintains a certain volume, and the release time RT at which the volume is decreased from the hold level SL are the same as The number of basic envelope waveforms of the note character 3 3 shown in FIG. Further, the envelope waveform of the note character 33 shown in Fig. 6 is the same as the highest level TL of the basic envelope waveform of the note character 33 shown in Fig. 5 and the size of the holding level SL. Here, in the note character 33 of the portion B of Fig. 4, since the note character 33 for the specific music # condition is fulfilled as a condition of the 16th note, the attack waveform of the envelope waveform of the note character 3 3 shown in Fig. 6 is used. The time AT is shorter than the attack time AT of the basic envelope waveform of the note character 3 3 shown in FIG. 5, and an envelope waveform is created. Further, in the note character 3 3 of the portion B of Fig. 4, the envelope waveform of the note character 33 shown in Fig. 6 is attenuated because the note character 3 3 of the specific music condition is in a continuous condition. The time DT is shorter than the decay time DT of the basic envelope waveform of the note character 3 3 shown in FIG. 5 to create an envelope waveform. Here, the envelope waveform of the note character 3 3 shown in FIG. 6 is the time of the attack time AT, the decay time DT, the hold time ST -23-(21) 1300002, and the release time RT is the same as that of FIG. 5. The total time of the note time of the note character 33, the decay time DT, the hold time ST, and the release time RT. That is, in the note character 33 of the portion B of FIG. 4, since the envelope waveform forming means 55, the attack time AT and the decay time DT of the envelope waveform of the note character 33 shown in FIG. 6 are shorter than those shown in FIG. The attack time AT and the decay time DT of the envelope waveform of the note character 33 are such that the hold time ST of the envelope waveform of the note character 33 shown in FIG. 6 is longer than the hold time of the envelope waveform of the note character 33 of φ shown in FIG. ST. Further, the release time RT of the envelope waveform of the note character 33 shown in Fig. 6 is the same as the release time RT of the basic envelope waveform of the note character 3 3 shown in Fig. 5. The various data on the volume obtained by the basic envelope waveform forming means 55 are stored in the RAM 12. The envelope waveform of the Taiko figure character 34b shown in FIG. 8 is composed of the attack time AT from the zero level to the highest level TL, and the decay time DT from the highest level TL volume reduction, and is the same as the graph. 7: The number of basic envelope waveforms of the Taiko graphic character 34b. Further, the envelope waveform of the Taiko figure character 3 4 b shown in Fig. 8 is the same as the highest level TL of the basic envelope waveform of the Taiko figure character 34b shown in Fig. 7. Here, in the Taiko figure character 34b of the D portion of Fig. 4, since the Taiko figure character 34b disposed in the musical instrument form display portion region 34a for a specific musical condition is in a continuous state (blank character 34c) and continuous condition The decay time DT of the first and second envelope waveforms of the Taiko figure character 3 4b shown in FIG. 8 is shorter than the decay time of the first and second basic envelope waveforms of the Taiko figure character 34b shown in FIG. The DT mode is made into an envelope -24- (22) 1300002 waveform. Furthermore, the decay time DT of the third envelope waveform is formed in the same manner as the decay time DT of the third basic envelope waveform. For this purpose, the waveform of the Taiko graphic character 34b shown in Fig. 8 is too drum. The total time when the slamming is performed three times is the same as the total time when the typhoon graphic character 3 4b envelope waveform shown in Fig. 7 is struck by three times. The various data on the volume obtained by the basic envelope waveform forming means 55 are stored in the RAM 12. The φ refueling song playing means 56 has a function of playing the music created by the refueling song creating means 52, and playing the volume of the envelope waveform obtained by the envelope waveform creating function 55. In the refueling song playing means 56, the music piece data about the music piece and the various pieces of the volume information obtained by the envelope waveform creating means 55 which are made by the refueling song creating means 52 are read from the RAM 12, via the game sound outputting section 4 The interface circuit 16 , the D/A converter 15 , the expansion circuit 14 , and the fueling songs of the player character of the speaker 13 are output to the outside by the volume determined by the ratio of the envelope waveform. . Here, by the envelope waveform creating means 55, when the music condition determining means 53 determines that the specific musical condition is reached, the basic envelope waveform created by the basic envelope waveform forming means 54 is used as a reference to determine the corresponding player character. The volume information of the volume of the song. Specifically, in the note character 33 of the portion B of FIG. 4, since the note character 33 for the specific music condition is a condition of a 16th note, the attack time of the envelope waveform of the note character 33 shown in FIG. The AT is shorter than the attack time AT of the basic envelope waveform of the note character 3 3 shown in Fig. 5, and is formed as an envelope waveform -25-(23) 1300002. Therefore, it is difficult to reproduce the sound of the 16th note after the second after the sound arrives at the highest 16th note in the attack time AT, and it is difficult to make the first 16th note. The tone cancels the sound of the 16th note after the second. Further, in the Taiko figure character 34b of the D portion of Fig. 4, since the Taiko figure character 3 4b disposed in the musical instrument form display portion region 34a for a specific musical condition is continuous without the vacancy (blank character 34c), The decay time DT of the first and second envelope waveforms of the Taiko figure character 34b shown in Fig. 8 is shorter than the decay time of the first and second basic envelope waveforms of the Taiko figure character 34b shown in Fig. 7. The DT method is used to create an envelope waveform. Therefore, in the decay time DT, after the sound of the first Taiko drum is attenuated near the zero level, the sound of the Taiko drum after the second one is reproduced, and the sound of the first Taiko drum and the sound of the second Taiko drum can be reduced. Overlapping part. Therefore, with such an envelope waveform creating means 55, since the refueling song such as the spectrum is reproduced or the sound of the poor pronunciation is not reproduced, the problem of the reproduction of the refueling song with respect to the player character can be released. [Summary of the process of creating a song in a baseball game] Next, the details of the screen for creating a song for a baseball game will be described in detail using the display screen displayed on the television monitor 20 shown in Fig. 3 below. In this baseball game, when the player makes a refueling song, the start button 1 7 e of the operation controller 1 7 is pressed, and the sound effect setting song creation selection screen 2 shown in Fig. 3 is displayed on the television monitor 20. The sound effect setting refueling song creation selection screen 2 has the sound effect setting screen selection item -26-(24) 1300002 26 disposed on the left side, and the refueling song arranged on the right side of the sound effect setting screen selection item 26 - the creation screen selection item 27. The sound effect setting screen selection item 26 and the fueling song creation screen selection item 27 are arranged in the upper part of the frame of the slightly rectangular frame, and the characters of the fueling song creation screen are arranged, and the different character patterns are arranged in the lower part of the frame of the slightly rectangular frame. In the sound effect setting screen selection item 26 and the fueling song creation screen, the selection cursor 28 of any of the selection sound effect setting screen selection φ item 26 and the fueling song creation screen selection item 27 is arranged around the selection item 27. The selection cursor is configured to be movable left and right by the left direction key 17L and the right direction key 17R. By the operation of the left direction key 17L and the right direction key 17R, the selection cursor 28 is placed around the sound effect setting screen selection item 26, and when the second button 17b or the third button 17c is pressed in this state, the movement proceeds to the The sound effect setting screen shown. In the sound setting screen, you can select the stereo setting of stereo or mono; set the surround channel to 环绕N/OFF surround channel φ; the volume of live, female announcer, referee, cheering song, cheering, etc. Set at the volume of the large, medium, and small settings. Various settings are made to move the selection cursor to a selection item (not shown) for determination, and various settings are stored in the RAM 1 2, and then return to the sound effect setting song creation selection screen 25. By the operation of the left direction key 17L and the right direction key 17R, the selection cursor 28 is placed around the fueling song creation screen selection item 27. When the second button 17b or the third button 17c is pressed in this state, the movement is performed. The fueling song shown in Fig. 4 is created as a screen 3 0. -27- (25) '1300002 The refueling song creation screen 30 is a piano keyboard 3 1 that is arranged so as to extend in the up-down direction of the left side and the pitch height position of the piano keyboard 3 1 - as shown in Fig. 4 . Similarly, the note input area 32 disposed on the right side of the piano keyboard 31, the plural note character 33 individually disposed at each of the note positions of the note input area 32, and the vocal form selection item 34 arranged side by side in the lower part of the note input area 32 are arranged. The vocal form selection item 35 and the various mode φ type setting selection items 36 arranged in the upper and lower sides of the note input area 32 are arranged in parallel. As shown in FIG. 4, the various mode setting selection items 36 are arranged side by side from the left end to the right direction for returning to the selection item 36a of the previous screen composed of the folding mark pattern, the selection item 36b for archiving, and the use. The automatic editing composition selection item 36j, the selection item 36c for circulation, the tune setting item 36d, the sample material selection setting item 36e, and the selection item 36f for canceling are moved to the automatic editing composition start screen 40 shown in FIG. . Further, on the right side of each mode setting selection item 36, the melody setting display item 36g and the tempo setting display item 36h indicating the current melody and rhythm are arranged side by side. As shown in Fig. 4, each of the selection items is selected by moving the selection cursor 36i' disposed around each of the selection items to the automatic editing composition selection item 36j. Here, the left cursor key 17L and the right direction key 17R are operated to move the selection cursor 36u to the left and right. When the selection cursor 36i is aligned with the automatic editing composition selection item 36j and the second button 17b or the third button 17c is pressed, the respective buttons are selected. Set the project. Next, the piano keyboard 31, the note input area 32, and the note character 33 of the fueling song creation screen 30 shown in Fig. 4 will be described. -28- (26) • 1300002 Piano keyboard 3 1 is a black key 3 that is configured by simulating a realistic piano-keyboard graphic character and arranged side by side in the up-and-down direction at a specific interval position. 1 a, and white key 3 1 b. The piano keyboard 31 is attached to the note character 33 corresponding to the interval of the black key 31a and the white key 31b (the sound path position of Sol in Fig. 4), and has a selection key different from the usual color tone of the black key 31a and the white key 31b. 31c (in Figure 4 is the white key position of Sol). By setting such a selection key 3 1 c, the player can instantly visually select which note angle φ color 33 is selected. As shown in FIG. 4, the note input area 32 has a sound path reference line 32a formed by a straight line arranged side by side in the vertical direction, and a longitudinal direction line 32a arranged side by side orthogonal to the sound path reference line 32a. The sound length reference line 3 2b formed by the straight line. The interval reference line 3 2a is formed to be the same as the interval of the white key 3 1 b of the piano keyboard 3 1 , and is individually connected to the upper and lower lines of the white key 3 1 b. The pitch length reference line 32b is provided so as to be different from the other lines in every four lines, and is set to be one bar per 16 lines and different from the other line thicknesses and colors. The current and next measure numbers 32c (the second and third bars in Fig. 4) are arranged in the upper left position and the upper right position of the note input area 32. The bar position allows the screen to be moved to the previous bar and the next bar by individually operating the L1 button 17L1 and the R1 button 17R1 of the controller 17. As shown in Fig. 4, the note character 3 3 is disposed at any position of the interval reference line 32a and the pitch length reference line 32b of the note input area 32. Here, the interval is set in accordance with the height position of the note character 33 in the up and down direction, and the length is set according to the length of the note character 3 3 in the horizontal direction, and -29-(27) 1300002 fixed tune (melody) is set according to the combinations. . As shown in FIG. 4, the note character 33 has a short side having a shorter length than the pitch reference line 32a, and a variable length of the longer side. The rectangular character 33a having a slightly rectangular shape and the inside of the rectangular character 33a are omitted. The central portion indicates the character character 33b of the interval, the approximate central portion disposed on the upper portion of the rectangular character 33a, the graphic character 3 3 c composed of the pattern of the speaker or the like, and the four corners of the rectangular character 33a, indicating the selection of the rectangular character 33a. Select cursor 33d. The φ rectangular character 33a is a slightly rectangular character in which four corners are chamfered, and the height position can be disposed on the sound path reference line 32a (the position of the black key 31a) or the height position can be disposed between the sound path reference lines 32a (the position of the white key 31b) ), thereby setting the interval. Further, the rectangular character 33a can arbitrarily change the length in the lateral direction, thereby setting the length of the sound. Changing the horizontal length of such a rectangular character 3 3 a is to operate the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R, and move the selection cursor 33d to the rectangular character position 33a of the Sol position. # s position. Then, when the left direction key 17L or the third direction key 17R is operated by pressing the second button 17b or the third button 17c, the right side position of the rectangular character 3 3 a can be moved in the left-right direction (see FIG. 4). When the left direction key 17L or the right direction key 17R is operated while the second button 17b or the third button 17c is operated, when the horizontal length of the rectangular character 33a is a desired length, the second button 17b or the second button is released. When the pressing operation of the button 17c is performed, the horizontal length of the rectangular character 33a is determined at the position. Here, since the horizontal direction length of the rectangular character 33a is determined by the operation of pressing the pressing operation of the second button 17b or the third button 17c, the second operation is performed by pressing -30-(28) 1300002 again. The state of the button 17b or the third button 17c makes it easier for the player to operate. 〇 - Also changes the position of the up-and-down direction of the rectangular character 33a, and operates the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key. 17R, and the selection cursor 33d is moved to the position of the rectangular character 3 3a of the interval position of Sol. Then, when the up direction key 17U and the down direction key 17D are operated while pressing the second button 17b or the third button 17c', the rectangle φ character 33a can be moved in the vertical direction (see Fig. 4). When the up direction key 17U or the down direction key 17D is operated while the second button 17b or the third button 17c is pressed, the height of the vertical direction of the rectangular character 33a becomes a desired position, and the second button 17b is released. Or, when the third button 17c is pressed, the height of the rectangular character 3 3 a in the vertical direction is determined at the position. Here, since the vertical direction of the rectangular character 33a is confirmed by the operation of releasing the pressing operation of the second button 17b or the third button 17c, the second button 17b or the third button is pressed again. The condition of the button 17c makes it easier for the player to operate. In Fig. 4, in the second measure, the note position of Sol and the note character 33 of the 4th note (4 divisions) are arranged side by side and arranged side by side (part A of Fig. 4), the interval of Si and the 16th note ( The note character 33 of 1) and the note position of Sol and the note character 33 of the 16th note (1 division) are arranged side by side and arranged side by side (part B of Fig. 4), and further the position of the interval of the Mi and the eighth note ( The note character 33 of the 2 divisions and the note position of the Sol and the note character 33 of the 8th note (2 divisions) are arranged side by side. In part B of Fig. 4, since the note character 3 3 of the 16th note (1 division) is continuously arranged side by side, -31 - (29) 1300002 achieves the aforementioned specific music condition. In this way, by arranging the height and the horizontal length of the plurality of rectangular characters 33a in the vertical direction, it is possible to easily create a basic music piece having a tune using a user interface that is easy for the player to operate. The music created by the player is selected by aligning the selection cursor 36i with the selection item 3 6b for archiving the selection of the mode setting selection item 36, and can be named in the memory unit 2 as the φ associated with the player character. Information and save it. In this way, when the hitter character enters the hit zone, the player's composition is automatically played. In addition, the music created by the player can be read in and edited, deleted, or exchanged with other players by a password consisting of a list of random hiragana. Further, in FIG. 4, when the selection cursor 3 3 d of the note character 3 3 described later is aligned with the sounding instrument form display area 34a of the musical instrument form selection item 34, the selection operation is performed. Picture. In the menu selection mode, it is a screen that can be selected in the form of a tap that does not have a tune. The striking form of the selected Taiko drum is displayed on the musical instrument form display area 34a as a Taiko figure character 34b representing the drum and a blank character 34c representing the rest. In FIG. 4', the Taikoo figure character 34b, the blank character 34c, the Taiko figure character 34b (C part of FIG. 4) are arranged side by side in the sounding instrument form display area 34a, and the three Taiko figure characters 34b are infinitely inscribed (blank character 34c). ) and side by side configuration (part D of Figure 4). In the portion D of Fig. 4, since the three typhoon graphic characters 34b are continuously arranged side by side (the blank character 34c), the aforementioned specific musical condition is achieved. -32- (30) 1300002 Further, in Fig. 4, the selection cursor 3 3 d of the note character 3 3 is aligned with the 吆 吆 肾 肾 肾 肾 肾 肾 肾 肾 肾 肾 肾 肾 肾 形式 形式 肾 肾 肾 肾 肾 肾 肾 肾 肾 肾 肾 肾 肾 肾The snoring form selection screen (not shown) is displayed. In the snoring form selection screen, you can choose to "Boom a little bit", "Burn it, burn it!", "let, s G〇!let, s GO!", "GO GO! let, s G〇! Wait for the picture of the sound form. The type of snoring that has been selected is the character role of "Big a little bit", "burn it! Burn it", "let, s G〇!let, s GO!" "G〇GO!letVsGO!" It is displayed in the vocal form display area. In Fig. 4, in the vocal form display area 3 5 a, the character character "burn it! Burn it!" is displayed. Further, in the refueling song creation screen 30 shown in Fig. 4, when the operation start button 17e is pressed, the sound of the drum and the snoring sound is superimposed on the completed music piece and played. Further, a button operation instruction item 3 8 composed of a character character of "START: reproduction" is disposed on the lower right side of the refueling song creation screen 30. Here, the player can easily perform various operations by following only the instruction of the button operation instruction item 38. [Various Flows from Refueling Song Creation Processing to Refueling Song Performance Processing in a Baseball Game] The flow from the refueling song creation processing to the refueling song performance in the baseball game of the present embodiment will be described using the flowchart shown in FIG. Handle a series of processing. First, in the sound effect setting song creation selection screen 25 shown in FIG. 3, by the operation of the left direction key 17L and the right direction key 17R, the selection is arranged around the screen selection item 27 of the song-33-(31) 1300002. When the cursor 28' is operated by pressing the second button 17b or the third button 17c in this state, the cursor song creation screen 30 shown in Fig. 4 is moved to start the fueling song creation processing shown in Fig. 9 (S1). . The refueling song creation screen of step S1 is in the refueling song creation screen 30 shown in FIG. 4, by setting the interval and length of the character 33, and selecting the Taiko drum character 34b and the blank character 34c. The φ strike form, and the melody and rhythm of the tune and rhythm of the opportunity theme song common to the player character or the player character's team. When the refueling song creation processing of step S2 is performed, basic envelope waveform creation processing is performed (S2). The basic envelope waveform creation processing in step S2 determines the basic volume information about the volume of the fueling song made by the fueling song creation processing in step S1. Here, in the note characters 33 of the A portion and the B portion of the refueling song creation screen 30 shown in FIG. 4, the base envelope waveform shown in FIG. 5 is created, and the refueling song creation screen 30 shown in FIG. In all of the Taiko graphic characters 34b of the C and D sections, the basic envelope waveform shown in Fig. 7 is created. The basic volume information about the volume of the refueling song is determined by the basic envelope waveforms. Next, it is judged whether or not the fueling song made by the fueling song creation processing in step S1 reaches a specific musical condition (S3). Specifically, the music condition determination processing in step S3 is based on the condition of "determining whether or not the character 33 is a 16th note (part B of FIG. 4) and the note in the fuel song creation screen 30 shown in FIG. The character 33 and the Taiko graphic character 34b disposed in the sounding instrument form display area -34-(32) 1300002 34a are continuous (in the case of the sounding instrument form display area • 34a blank character 34c) and continuous (parts B and D of Fig. 4). Partial) conditions. When the refueling song reaches a specific musical condition (part B and D of Fig. 4), the movement proceeds to the envelope waveform creation processing (S4), and when the refueling song does not reach a specific musical condition (part A and C of Fig. 4), An envelope waveform identical to the basic envelope waveform shown in Fig. 5 or Fig. 7 is formed, and the movement proceeds to the refueling song performance processing (S 5 ). φ In the envelope waveform creation processing of step S4, when the music condition determination processing of step S3 determines that the specific music condition is reached, the basic envelope waveform shown in FIG. 5 or FIG. 7 is formed by the basic envelope waveform creation processing of step S2. Based on the envelope waveform shown in Fig. 6 or Fig. 8, the volume information about the volume of the music produced by the fueling song creation processing in step S1 is determined. Specifically, the envelope waveform creation processing in step S4 is performed in the note character 33 of the portion B of FIG. 4, because the note angle # color 33 for the specific music condition is a condition of 16th note, so as shown in FIG. The attack time AT of the envelope waveform of the illustrated note character 33 is shorter than the attack time AT of the basic envelope waveform of the note character 33 shown in Fig. 5, and an envelope waveform is created. Further, in the note character 33 of the portion B of Fig. 4, since the note character 33 for the specific musical condition has a condition of being infinite and continuous, the decay time DT of the envelope waveform of the note character 33 shown in Fig. 6 is used. The envelope waveform is formed in a manner shorter than the decay time DT of the basic envelope waveform of the note character 33 shown in FIG. Further, the envelope waveform creation processing in step S4 is performed in the Taiko drum graphic character 34b of the D-35-(33) 1300002 of Fig. 4 because it is disposed in the musical instrument form display portion region 34a. The Taiko figure character 34b achieves the condition of the no-break character (blank character 34c) and continues. Therefore, the decay time DT of the first and second envelope waveforms of the Taiko figure character 34b shown in Fig. 8 is shorter than that shown in Fig. 7. The mode of the decay time DT of the first and second basic envelope waveforms of the Taiko figure character 34b is made into an envelope waveform. When the envelope waveform shown in Fig. 6 or Fig. 8 is created here, the movement proceeds to the refueling song performance processing of step S5. The refueling song performance processing of step S5 is performed via the interface circuit 16, the D/A converter 15, and the expansion circuit 14 of the game sound output unit 4, and the refueling song of the player character of the speaker 13 is adapted to the envelope waveform. The volume is output to the outside. Here, by the envelope waveform creation processing of step S4, when the music condition determination processing of step S3 is judged to be the specific music condition, the basic envelope waveform created by the basic envelope waveform creation processing of step S2 is used as a reference. , determine the volume information about the volume of the songs relative to the player's character. Specifically, in the note character 33 of the portion B of FIG. 4, since the note character 33 for the specific tune condition reaches the condition of the 16th note, the attack time of the envelope waveform of the note character 33 shown in FIG. The AT is shorter than the attack time AT of the basic envelope waveform of the note character 33 shown in FIG. 5, and an envelope waveform is created. Therefore, after the sound of the first 16th note reaches the highest level TL in the attack time AT, the sound of the 16th note after the second is reproduced, so it is difficult to make the sound of the 16th note. The sound of the 1 6th note after the 2nd is cancelled. Further, in the drum pattern angle -36-(34) 1300002 color 3 4b of the portion D of Fig. 4, since the Taiko figure character 34b arranged for the specific musical condition in the sounding instrument form display portion portion 34a is re-interrupted (blank) The character 34c) is continuous, so that the decay time DT of the first and second envelope waveforms of the Taiko figure character 34b shown in FIG. 8 is shorter than the first one of the Taiko figure character 34b shown in FIG. The envelope waveform is formed by the decay time DT of the second basic envelope waveform. Therefore, in the decay time DT, after the sound of the first Taiko drum is attenuated near the zero level, the sound of the Taiko φ after the second one is reproduced, and the sound of the first Taiko drum and the sound of the second Taiko drum can be reduced. The overlap. Therefore, by performing the envelope waveform creation processing of step S4, since the refueling song such as the spectral surface is reproduced or the sound having a poor pronunciation is not reproduced, the problem of reproduction of the refueling song with respect to the player character can be released. [Other Embodiments] (a) In the above embodiment, an example of a situation in which a video game device for a home is used as an example of a computer that can be used as a game program is disclosed. However, the game device is not limited to the above embodiment. A game device and a game program, which are integrally formed by a game device and a monitor, which are composed of an execution monitor, can be similarly applied to a personal computer and a workstation functioning as a game device, a portable game device, and a mobile phone. , and PDA, or business game devices. (b) The present invention also includes a program for executing the game as described above, and a computer readable recording medium for recording the program. Examples of the recording medium cartridge include, for example, a computer-readable flexible disk, a semiconductor CMOS, a CD-ROM, a DVD, and a BD-R〇M (Blu-ray Disk-R〇M). ) -37- (35) ♦1300002, UMD, ROM card, and others. (c) In the above-described embodiment, as a game to be executed in a game machine, a baseball game is described as a description. However, the game to be executed is not limited thereto, and is applicable to various games. For example, it is also applicable to various sports games, simulation games, shooting games, role-playing games, and the like, such as the ball and the ball. (d) In the above embodiment, the specific musical condition is a condition that the note character 3 3 φ is a 16th note, and the Taiko figure character 34b is a continuous condition (the blank angle 'color 34c), but the present invention is The conditions are not limited to the music conditions, and may be conditions resulting from the other musical composition information such as the intervals of the game sounds, the lengths of the sounds, the intervals of the notes, the melody, the melody, and the type of the musical instrument. For example, in the basic envelope waveform of the Taiko figure character 3 4 b shown in FIG. 7, the attack time of the basic envelope waveform of the nth (n is a natural number) is started, and the (n + 1) The interval between the start time of the attack time AT of the basic envelope waveform is set to, for example, 200 milliseconds, and the condition of the specific music # condition may be met. [Industrial Applicability] According to the present invention, in the game program, by the envelope waveform creation function, when the specific music condition is determined by the music condition determination function, the basic envelope waveform creation function is used. The basic envelope waveform is used as a reference to determine the volume information about the volume of the game sound. Therefore, the problem of reproduction of the game sound can be cancelled. -38- (36) 1300002 [Brief Description of the Drawings] [FIG. 1] A base of a video game apparatus according to an embodiment of the present invention. FIG. 2 is a functional block diagram showing an example of the aforementioned video game device. [Fig. 3] Fig. 3 is a view showing a sound effect setting of a baseball game. Fig. 4 is a view showing a scene of a fuel song φ when a note character is placed in a note input area. ^ [Fig. 5] A diagram showing a basic envelope waveform showing a change in volume with respect to the time of the fueling song (part A) of Fig. 4. Fig. 6 is a view showing an envelope waveform showing a change in volume with respect to the time of the fueling song (part B) of Fig. 4; Fig. 7 is a view showing a basic envelope waveform showing a change in volume with respect to the time of the fueling song (part C) of Fig. 4; Fig. 8 is a view showing an envelope waveform showing a change in volume with respect to the time of the fueling song (part D) of Fig. 4; [Fig. 9] A flowchart showing a process of connecting the fueling song creation processing to the fueling song performance processing of the aforementioned baseball game. [Description of main component symbols] 1 : Control unit 2 : Memory unit 3 : Image display unit 4 : Game sound output unit -39- (37) • 1300002 5 : Operation input unit. Ί ·· CPU . 13 : Speaker 1 7 : Controller 20: TV monitor 25: Sound effect refueling song creation selection screen 3 0: Refueling song creation screen φ 3 1 : Piano keyboard - 3 2 : Note input area 3 3 : Note character 33a: Rectangular character 33b: Character role 33c: Graphic character 33d: selection mark character 34: sounding instrument form selection item #34a: sounding instrument form display area 3 4b: Taiko graphic character 34c: blank character 35: snoring form selection item 35a: snoring form display area 36: various modes Setting selection item 3 6a : Selection item 36b for returning to the previous screen: Selection item 36c for archiving: Selection item for circulation - 40 - (38) 1300002 3 6 d : Tuning setting item - 36e : Sample data Select setting item. 36f : Selection item for canceling 3 6 g : Tuning setting display item 36h : Rhythm setting display item 36i : Selecting cursor 36j : Automatically editing composition selection item φ 50 : Character display means ^ 5 1 : Character action means 52 : Refueling song creation means 53 : Music condition determination means 54 : Basic envelope waveform creation means 55 : Envelope waveform creation means 5 6 : Refueling song performance means AT : Attack time # DT : Decay time RT : Release time SL: Maintain level ST: Hold time TL: highest level -41 -

Claims (1)

1300002 (1) 十、申請專利範圍 . 1 · 一種記錄遊戲程式的記錄媒體,其特徵爲用 . 實現再生遊戲音之遊戲的電腦,實現以下功能: 樂曲作成功能,係可作成具有用以產生前述遊 各種樂曲資訊之樂曲; 樂曲條件判斷功能,係判斷前述各種樂曲資訊 成特定樂曲條件; φ 基本包絡波形作成功能,係作成將關於前述遊 音量之基本音量資訊加以決定的基本包絡波形;及 包絡波形作成功能,係於藉由前述樂曲條件判 被判斷達成前述特定樂曲條件時,以藉由前述基本 形作成功能所作成之前述基本包絡波形作爲基準, 關於前述遊戲音的音量之音量資訊加以決定之包絡 2. 如申請專利範圍第1項所記載之記錄遊戲程 錄媒體,其中,前述包絡波形作成功能,係因應藉 • 樂曲作成功能所作成之前述樂曲的前述各種樂曲資 作成前述包絡波形。 3. 如申請專利範圍第2項所記載之記錄遊戲程 錄媒體,其中,前述包絡波形作成功能,係於爲前 資訊的音符長度爲特定長度範圍內時,在保持爲前 資訊之起音位準的最大値之狀態下,以縮短爲前述 訊的起音時間之方式,作成前述包絡波形。 4. 如申請專利範圍第2項所記載之記錄遊戲程 錄媒體,其中,前述包絡波形作成功能,係於作爲 以使可 戲音的 是否達 戲音的 斷功能 包絡波 作成將 波形。 式的記 由前述 訊,而 式的記 述樂曲 述音量 音量資 式的記 前述樂 -42- (2) 1300002 曲資訊的特定樂器之音符間隔爲特定範圍內時,在保持作 . 爲前述音量資訊之衰減位準的最大値之狀態下,以縮短作 ^ 爲前述音量資訊的衰減時間之方式,作成前述包絡波形。 5.—種遊戲裝置,係使再生遊戲音之遊戲實現的遊戲 裝置,其特徵爲具備: 樂曲作成手段,係可作成具有用以產生前述遊戲音的 各種樂曲資訊之樂曲; 樂曲條件判斷手段,係判斷前述各種樂曲資訊是否達 -成特定樂曲條件; 基本包絡波形作成手段,係作成將關於前述遊戲音的 音量之基本音量資訊加以決定的基本包絡波形;及 包絡波形作成手段,係於藉由前述樂曲條件判斷手段 被判斷達成前述特定樂曲條件時,以藉由前述基本包絡波 形作成手段所作成之前述基本包絡波形作爲基準,作成將 關於前述遊戲音的音量之音量資訊加以決定之包絡波形。 • 6.—種遊戲控制方法,係使電腦實現,再生遊戲音之 遊戲的遊戲控制方法,其特徵爲具備: 樂曲作成步驟,係可作成具有用以產生前述遊戲音的 各種樂曲資訊之樂曲; 樂曲條件判斷步驟,係判斷前述各種樂曲資訊是否達 成特定樂曲條件; 基本包絡波形作成步驟,係作成將關於前述遊戲音的 音量之基本音量資訊加以決定的基本包絡波形;及 包絡波形作成步驟,係於藉由前述樂曲條件判斷步驟 •43- (3) 1300002 被判斷達成前述特定樂曲條件時,以藉由前述基本包絡波 - 形作成步驟所作成之前述基本包絡波形作爲基準,作成將 . 關於前述遊戲音的音量之音量資訊加以決定之包絡波形。1300002 (1) X. Patent application scope. 1 · A recording medium for recording game programs, which is characterized in that a computer for realizing a game for reproducing game sounds realizes the following functions: a music composition function can be made to generate the foregoing The music music condition judging function is to judge the foregoing various music information into a specific music condition; the φ basic envelope waveform creation function is a basic envelope waveform for determining the basic volume information of the aforementioned swimming volume; and an envelope The waveform creation function determines the volume information of the volume of the game sound by using the basic envelope waveform formed by the basic shape creation function as a reference when the predetermined music condition is determined by the music condition determination. Envelope 2. The recording game recording medium according to the first aspect of the invention, wherein the envelope waveform creation function is configured to generate the envelope waveform by the plurality of music pieces of the music piece formed by the music composition creation function. 3. The recording game recording medium as recited in claim 2, wherein the envelope waveform creation function is to maintain the position of the previous information when the note length of the previous information is within a specific length range. In the state of the maximum 値, the envelope waveform is created by shortening the attack time of the above-mentioned signal. 4. The recording game recording medium according to the second aspect of the patent application, wherein the envelope waveform creation function is a waveform obtained as a function of a broken function wave for causing a playable sound to reach a play sound. In the case of the above-mentioned volume information, the note is described in the volume and volume of the music, and the note interval of the specific instrument of the music-42-(2) 1300002 song information is within a certain range. In the state of the maximum attenuation of the attenuation level, the envelope waveform is created in such a manner as to shorten the decay time of the volume information. 5. A game device, which is a game device for realizing a game for reproducing a game sound, characterized by comprising: a music composition forming means for creating a music piece having various pieces of music information for generating the game sound; and a music condition determining means, Determining whether the aforementioned various pieces of music information are up to a specific music condition; the basic envelope waveform forming means is configured to form a basic envelope waveform for determining the basic volume information of the volume of the game sound; and an envelope waveform forming means is provided by When the music condition determination means determines that the specific music condition is reached, the envelope waveform obtained by determining the volume information of the volume of the game sound is created based on the basic envelope waveform formed by the basic envelope waveform creation means. 6. A game control method, which is a game control method for a computer to realize a game for reproducing a game sound, characterized in that: a music composition creation step is provided for a music piece having various pieces of music information for generating the game sound; The music condition judging step judges whether the various pieces of music information have reached a specific music condition; the basic envelope waveform forming step is a basic envelope waveform for determining basic volume information about the volume of the game sound; and an envelope waveform forming step. When the music condition determination step 43-(3) 1300002 is judged to be the specific music condition, the basic envelope waveform formed by the basic envelope wave-forming step is used as a reference. The volume information of the volume of the game sound is determined by the envelope waveform. -44- 1300002 七 圖 明 \)/ J 9說 C單 第簡 itub :靜 為符 圖件 表元 代之 定圖 :指表 圖案代 本本 代 定一二 指 Γν Γν 八、本案若有化學式時,請揭示最能顯示發明特徵的化學 式:無-44- 1300002 七图明\)/ J 9 said C single simplification itub: static for the map element table to replace the map: refers to the table pattern on behalf of the original set one or two fingers Γ Γ VIII, if the case has a chemical formula , please reveal the chemical formula that best shows the characteristics of the invention: none
TW095127533A 2005-11-24 2006-07-27 Game program, game device, and game method TW200719934A (en)

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JP4828489B2 (en) * 2007-08-24 2011-11-30 株式会社河合楽器製作所 Music score input device and program
JP5188863B2 (en) * 2008-04-07 2013-04-24 ローランド株式会社 Electronic musical instruments

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JP2002032083A (en) * 2000-07-17 2002-01-31 Kawai Musical Instr Mfg Co Ltd Electronic musical instrument
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CN103093750A (en) * 2011-11-04 2013-05-08 雅马哈株式会社 Music data display control apparatus and method

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