Music video game with user directed sound generation
First Claim
1. A method for generating audio samples in a music based video game, comprising:
- determining a tilt angle of the video game controller based on an angle of a neck of the video game controller with a stationary reference axis; and
selecting a tilt region associated with a one of a plurality of predefined angle ranges into which the tilt angle falls; and
determining status of a plurality of input devices of the video game controller;
selecting an audio sample based on the tilt angle of the video game controller and the status of the plurality of input devices, with the audio sample being of a single note audio sample for a first tilt region of the plurality of tilt regions, a single chord audio sample for a second tilt region of the plurality of tilt regions, and a prerecorded sequence of audio samples for a third tilt region of the plurality of tilt regions; and
commanding an output of the selected audio sample.
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Accused Products
Abstract
A music based video game provides a user directed sound generation feature. In some embodiments, the user is provided a video game controller simulating a musical instrument, which the user may operate similarly to its real musical instrument counterpart. A free play feature is provided for users to operate the video game controller, where a processor of a video game console receives input signals from the video game controller and outputs audio samples based on the received input signals. During the free play feature, multiple suggestions as to how to operate the video game controller are simultaneously provided to give users some guidance as to what to play using the video game controller.
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Citations
6 Claims
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1. A method for generating audio samples in a music based video game, comprising:
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determining a tilt angle of the video game controller based on an angle of a neck of the video game controller with a stationary reference axis; and selecting a tilt region associated with a one of a plurality of predefined angle ranges into which the tilt angle falls; and determining status of a plurality of input devices of the video game controller; selecting an audio sample based on the tilt angle of the video game controller and the status of the plurality of input devices, with the audio sample being of a single note audio sample for a first tilt region of the plurality of tilt regions, a single chord audio sample for a second tilt region of the plurality of tilt regions, and a prerecorded sequence of audio samples for a third tilt region of the plurality of tilt regions; and commanding an output of the selected audio sample. - View Dependent Claims (2, 3, 4, 5, 6)
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Specification