Patent Translate Powered by EPO and Google Notice This translation is machine-generated. It cannot be guaranteed that it is intelligible, accurate, complete, reliable or fit for specific purposes. Critical decisions, such as commercially relevant or financial decisions, should not be based on machine-translation output. DESCRIPTION JP2000237460 [0001] BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a game apparatus utilizing multi-channel data utilizing DVD audio or the like. [0002] [Background Art] Conventionally, audio signals of 2 channels in front, 1 channel in center and 2 channels in rear (rear) are reproduced by each speaker in movies etc., and a sound field full of surround effects is enjoyed. It is. In car racing games, etc., the front 2 channels and the rear 2 channels are used to create a sound field as if racing on a race track. Also, recently, a proposal has been made for a DVD audio standard aiming at high sound quality by high sampling from a normal compact disc. According to this standard proposal, audio signals of up to 6 channels can be recorded with high sound quality of up to 24 bits. And, in the audio industry, it is expected to make a more realistic sound field by making use of such features. Therefore, the present invention has been made to meet the above-mentioned expectations, and an object thereof is to provide a game apparatus in multi-channel reproduction using high quality sound such as DVD audio. [0003] The game device of the present invention comprises the following means in order to solve the 10-05-2019 1 above problems. すなわち、 [0004] At least multi-channel audio data is supplied, and reproduction means is provided for generating the audio data in a predetermined signal form corresponding to each channel, and the reproduction means corresponds to each channel generated in the predetermined signal form. A multi-channel audio system for reproducing multi-channel audio signals by supplying signals to a plurality of speakers arranged at predetermined intervals so as to correspond to the respective channels and enable identification of sound image positions emitted. A game apparatus using data, comprising: channel data detection means for detecting presence or absence of data corresponding to each channel of the multi-channel audio data sequentially supplied; and data storage means for temporarily storing the data And the data stored in the data storage means Game apparatus using a multi-channel audio data, characterized in that which is configured by providing a means for determining the presence or absence of coincidence by comparing the data supplied in accordance with an input use's. [0005] BEST MODE FOR CARRYING OUT THE INVENTION Preferred embodiments of the present invention will be described below. FIG. 1 is a schematic block diagram of a game device according to an embodiment of the present invention, and FIG. 2 is a flowchart showing processing of the game device. In these figures, reference numeral 1 indicates, for example, moving image and still image data packed in a predetermined data string, or high-sampled 5-channel audio data equivalent to 24 bits (each shown in FIG. 3 described later). It is a DVD audio disc (hereinafter simply referred to as a disc) in which sound source data corresponding to a channel is packed and recorded in a predetermined format. The 5-channel audio data is, for example, signals of a front left channel (Lf), a front right channel (Rf), a front center channel (C), a rear left channel (Ls), and a rear right channel (Rs). After the video and audio data (step S1) recorded on the disc 1 are read by the drive device 2 including the reproducing means such as a pickup, the video decoding portion 3a and the audio decoding portion 3c in the reproduction device 3 The respective video data are decoded and converted by a digital / analog converter (D / A) 3 b and supplied to the display 14. [0006] On the other hand, audio data separated into 5 channel signals by the audio decoding unit 3c is 10-05-2019 2 converted into a PCM signal by the PCM conversion unit 3d, and converted into an analog signal by the D / A converter 3e. The signal is supplied to each corresponding speaker SP1, SP2, SP3, SP4, SP5 and reproduced (step S2). [0007] Further, the audio signal converted into the PCM signal is also supplied to the channel and rhythm information detecting unit 7 in order to detect position information of the sound source (one note), that is, channel information and rhythm information (S3). For example, consider the case where the presentation sound is the sound source position and rhythm as shown in FIG. 3 and the audio signal is a PCM signal with a sampling frequency of 48 kHz. [0008] The data of each channel are aligned as shown in FIG. 4A every 1/48000 seconds. Therefore, the channel and rhythm information detecting unit 7 determines the sound source position and the rhythm depending on whether or not there is sound at that time, and a simple data structure as shown in FIG. 4 (b), ie, each channel at time t. If there is a sound, data 1 is reproduced, and if there is no sound, data 0 is rearranged, and channel and rhythm information are output. The output channel and rhythm information are temporarily stored in the data storage unit 8a (S4). [0009] Here, an operator M who plays the game (hereinafter, simply referred to as a respondent) stands at an equal distance from each of the speakers SP1, SP2, SP3, SP4, and SP5. The answerer answers the direction in which the sound is heard and the rhythm of the sound using the answer pad (input device) 9 (S5). As shown in FIG. 5, five buttons on the answer pad 9 are prepared corresponding to the respective speakers. Here, since there are five channels, there are five buttons, but it may be provided in accordance with the increase and decrease of the channels. [0010] 10-05-2019 3 After the rhythm sound shown in FIG. 3 is reproduced from each speaker, the respondent presses a button corresponding to the speaker that can be heard from the sound source position as heard (S5). The channel and rhythm information detection unit 7 converts which button is pressed at which time into data shown in FIG. 4B (S6), and outputs it as data to the data storage unit 8b as answer data, and the data is stored. (S7). [0011] Next, both data of the data storage unit 8a and the data storage unit 8b are compared by the pass / fail determination unit 10 (S8). If they are exactly the same, they will be "correct", otherwise they will be "mistakes". However, for example, the game control unit 12 can change settings such as setting the range of the correct answer to several milliseconds before and after the time when the sound of the correct data is present in the rhythm determination. In addition, since there is a case in which the respondent may answer earlier or later by delaying the entire rhythm, the pass / fail judgment unit 10 may appropriately compress / expand the time to judge pass / fail. [0012] If the answer is correct, the control unit 12 loads the sound source of "Fanfare" selected in advance for the correct answer and the video such as "OK" from each data collection and is presented to the respondent ( S9, S10). Similarly, when a mistake is made, images such as "buzzer" and "NG" are presented (S11). The next video and audio signal is then presented. [0013] In this way, the number of channels may be increased each time the number of correct answers increases, or a complex rhythm may be presented. If the answer is correct, the score may be increased and a message corresponding to the score may be displayed, or the game end music may be changed according to the stage. [0014] As described above, according to the game apparatus of the present invention, for example, 10-05-2019 4 multichannel audio data of the DVD audio standard and high-quality audio data are used to enjoy a sound field or the like full of surround effects. You can enjoy the game while cultivating a sense of rhythm. 10-05-2019 5
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