Audio and animation blending
First Claim
1. A method, executed on a game platform, for providing a smooth animation transition in a game comprising:
- (a) providing, during play of the game, an event timeline comprising event markers denoting points in time on the event timeline, each event marker associated with an animation segment from a plurality of animation segments;
(b) providing a first marker on the event timeline indicating a first animation segment to be displayed on the display at a first time with respect to event timeline and a second marker on the event timeline indicating a second animation segment to be displayed on the display at a second time with respect to event timeline;
(c) determining, during play of the game, that the second time is approaching;
(d) determining a set of animation segments to be blended together to provide a smooth transition from the first animation segment to the second animation segment; and
(e) blending among the set of animation segments based on the determination made in step (d).
3 Assignments
0 Petitions
Accused Products
Abstract
Presented herein are methods, apparatuses, programs, and systems for providing a smooth animation transition in a game. An event timeline is provided with event markers denoting points in time on the event timeline. Each event marker is associated with an animation segment from the number of animation segments. A first marker on the event timeline is provided, which indicates a first animation segment to be displayed on the display (at a point in time with respect to event timeline). A second marker on the event timeline is also provided, which indicates a second animation segment to be displayed on the display (at a second point in time with respect to event timeline). Then as the game progresses, and the second point time on the timeline is approaching, a set of animation segments that need to be blended together is determined, to provide a smooth transition from the first animation segment to the second animation segment. Once the set of animations have been determined, a blend is performed among the set of animation segments.
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Citations
23 Claims
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1. A method, executed on a game platform, for providing a smooth animation transition in a game comprising:
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(a) providing, during play of the game, an event timeline comprising event markers denoting points in time on the event timeline, each event marker associated with an animation segment from a plurality of animation segments; (b) providing a first marker on the event timeline indicating a first animation segment to be displayed on the display at a first time with respect to event timeline and a second marker on the event timeline indicating a second animation segment to be displayed on the display at a second time with respect to event timeline; (c) determining, during play of the game, that the second time is approaching; (d) determining a set of animation segments to be blended together to provide a smooth transition from the first animation segment to the second animation segment; and (e) blending among the set of animation segments based on the determination made in step (d). - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A method, executed on a game platform, for providing smooth audio transitions in a song comprising:
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(a) providing, during play of a game, an event timeline comprising event markers denoting points in time on the event timeline, the event timeline associated with an audio track played during play of the game, the audio track comprising a first audio segment and a second audio segment; (b) providing a first marker on the event timeline indicating a first time associated with the first audio segment and a second marker on the event timeline indicating a second time with respect to the event timeline associated with the second audio segment; (c) determining, during play of the game, that the second time is approaching; (d) determining a set of audio segments to be blended to transition from the first audio segment to the second audio segment; and (e) blending among the set of audio segments based on the determination made in step (d). - View Dependent Claims (9, 10, 11, 12, 13, 14, 15, 16, 17)
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18. A computer program product, tangibly embodied in a non-transitory computer readable storage medium, for providing a smooth animation transition in a game, the computer program product including instructions being operable to cause a data processing apparatus to:
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(a) provide, during play of the game, an event timeline comprising event markers denoting points in time on the event timeline, each event marker associated with an animation segment from a plurality of animation segments; (b) provide a first marker on the event timeline indicating a first animation segment to be displayed on the display at a first time with respect to event timeline and a second marker on the event timeline indicating a second animation segment to be displayed on the display at a second time with respect to event timeline; (c) determine, during play of the game, that the second time is approaching; (d) determine a set of animation segments to be blended together to provide a smooth transition from the first animation segment to the second animation segment; and (e) blend among the set of animation segments based on the determination made in step (d).
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19. A computer program product, tangibly embodied in a non-transitory computer readable storage medium, for providing smooth audio transitions in a song, the computer program product including instructions being operable to cause a data processing apparatus to:
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(a) provide, during play of a game, an event timeline comprising event markers denoting points in time on the event timeline, the event timeline associated with an audio track played during play of the game, the audio track comprising a first audio segment and a second audio segment; (b) provide a first marker on the event timeline indicating a first time associated with the first audio segment and a second marker on the event timeline indicating a second time with respect to the event timeline associated with the second audio segment; (c) determine, during play of the game, that the second time is approaching; (d) determine a set of audio segments to be blended to transition from the first audio segment to the second audio segment; and (e) blend among the set of audio segments based on the determination made in step (d).
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20. An apparatus for providing a smooth animation transition in a game, the apparatus comprising:
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(a) means for providing, during play of the game, an event timeline comprising event markers denoting points in time on the event timeline, each event marker associated with an animation segment from a plurality of animation segments; (b) means for providing a first marker on the event timeline indicating a first animation segment to be displayed on the display at a first time with respect to event timeline and a second marker on the event timeline indicating a second animation segment to be displayed on the display at a second time with respect to event timeline; (c) means for determining, during play of the game, that the second time is approaching; (d) means for determining a set of animation segments to be blended together to provide a smooth transition from the first animation segment to the second animation segment; and (e) means for blending among the set of animation segments based on the determination made by element (d).
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21. An apparatus for providing smooth audio transitions in a song, the apparatus comprising:
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(a) means for providing, during play of a game, an event timeline comprising event markers denoting points in time on the event timeline, the event timeline associated with an audio track played during play of the game, the audio track comprising a first audio segment and a second audio segment; (b) means for providing a first marker on the event timeline indicating a first time associated with the first audio segment and a second marker on the event timeline indicating a second time with respect to the event timeline associated with the second audio segment; (c) means for determining, during play of the game, that the second time is approaching; (d) means for determining a set of audio segments to be blended to transition from the first audio segment to the second audio segment; and (e) means for blending among the set of audio segments based on the determination made by element (d).
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22. A system for providing a smooth animation transition in a game, the system comprising:
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a display; and a game platform configured to; (a) provide, during play of the game, an event timeline comprising event markers denoting points in time on the event timeline, each event marker associated with an animation segment from a plurality of animation segments; (b) provide a first marker on the event timeline indicating a first animation segment to be displayed on the display at a first time with respect to event timeline and a second marker on the event timeline indicating a second animation segment to be displayed on the display at a second time with respect to event timeline; (c) determine, during play of the game, that the second time is approaching; (d) determine a set of animation segments to be blended together to provide a smooth transition from the first animation segment to the second animation segment; and (e) blend, for display on the display, among the set of animation segments based on the determination made in step (d).
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23. A system for providing smooth audio transitions in a song, the system comprising:
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an audio output; and a game platform configured to; (a) provide, during play of a game, an event timeline comprising event markers denoting points in time on the event timeline, the event timeline associated with an audio track played during play of the game, the audio track comprising a first audio segment and a second audio segment; (b) provide a first marker on the event timeline indicating a first time associated with the first audio segment and a second marker on the event timeline indicating a second time with respect to the event timeline associated with the second audio segment; (c) determine, during play of the game, that the second time is approaching; (d) determine a set of audio segments to be blended to transition from the first audio segment to the second audio segment; and (e) blend, for output through the audio output, among the set of audio segments based on the determination made in step (d).
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Specification