The application pertains generally to the adjustment of audio effects in connection with a game played on an electronic gaming machine. More particularly, the application pertains to a game and method for automatically adjusting audio effects in connection with predetermined game conditions, occurrences, or player input.
Electronic gaming machines (EGMs) commonly incorporate music or other types of audio signals in connection with game play in order to make the game more dramatic or to provide the player with a more engaging gaming experience that can enhance and maintain interest in the game over time. Although the musical effects and bell tones of such games were traditionally played in the musical key of C (or in the C pentatonic scale), newer versions of games play audio effects in a vast assortment musical keys—Western and otherwise. This evolution can sometimes present problems for sound designers who must either (1) work with existing template sounds that are in a musical key different from that of a new piece of music, or (2) try to come up with a new set of sounds that “split the difference” and minimize the clash of keys.
Accordingly, there is a need in the art for a method of adjusting the audio effects of an electronic game in a manner such that they can be played in varying musical keys or with other modified audio properties. It would additionally be desirable for such method to automatically adjust audio effects of an electronic game in response to predetermined game conditions or game play in order to provide a more dynamic and engaging gaming experience. There is further a need for a game and electronic gaming machine incorporating said method in connection with games played thereon.
While the subject invention is susceptible of embodiment in many different forms, there are shown in the drawings, and will be described herein in specific detail, embodiments thereof with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the invention to the specific embodiments illustrated.
Embodiments disclosed herein provide for a game and method that can automatically adjust the audio effects played by an electronic game when a button is pressed or an event occurs in order to match the audio effects which are played in the background while the game is in progress. According to such embodiments, the audio effects can change not only in accord with what is happening on the display, but relative to the particular part of the game which is being played (e.g. during bonus games/free spins the music may become more dramatic, faster, or louder), or the specific mode of the game (e.g. when the player is playing max lines/max bet the music may be more dramatic or faster than when the player is playing less than max bet and/or less than max lines).
Although it has traditionally been believed that audio cues for such games should be consistent so that the player will always be able to recognize and understand the particular outcome or events of the game, it has been recognized that adjusting the pitch of the audio effects as set forth herein can allow for a more integrated experience with no loss of cue association from the player.
According to embodiments presented herein, the subject methods and games can include text markers embedded in an audio file format, such as for example a .wav file. Once recognized, such markers can call other scripts which can change the audio effect by stopping the play the current audio file and starting a new audio file with a different acoustic effect. In one example, such embodiments can be used in connection with the reel spin music played in connection with a traditional slot-type gaming machine. According to such embodiments, the music can weave through five musical keys—with a number assigned to each key, for example:
It will be recognized that embodiments of the subject invention are not limited to adjusting audible effects only in connection with win-lines and can be directed to any other type of musical or audio effects used in connection with a particular type of gaming machine, such as for example a payout bell, spin and max bet buttons and reel stop tones. In addition, it will be further understood that although
Each of the script files can be associated or assigned 104 a corresponding event, condition or action from the game and each audio file can have an audio property that can provide a different auditory or acoustic effect. In addition, as described previously, at least one script file can be established 106 as a default script file which can play an audio file with a default audio property absent a text marker or preceding game condition.
As illustrated in
The computer 12 can include a programmable processor 24, control programs 26 and associated circuitry, a user interface 26 and at least one storage unit 28 electronically coupled to the processor 24. The storage unit 28 can store a plurality of instructions executable by the programmable processor 24. The computer 22 can also include a memory unit 30 which can contain dynamic information processed by the programmable processor 24 during operation, and/or a static memory which contains fixed information, such as an operating system, game programs, and configuration information necessary for the processor 24 to process input from a player through a control array 34.
The control array 34 can be implemented as one or more of a keyboard, mechanical lever, a touch-screen, buttons or pads and/or any other means for control, or desired combination of controls, able to accept input from a player and produce output to the game display 32a, 22b in response to a player's input. As shown in
The gaming machine 20 can further have communication means for transmitting audio and related game information to a remote computer, network or display device. Such communication means can include a communication interface 36 for communicating with other computers, networks or electronic devices via wired or wireless communications network 40. The gaming machine can additionally have one or more transducers or speakers 38 for transmission the audio effects played during the game
From the foregoing, it will be observed that numerous variations and modifications may be effected without departing from the spirit and scope of the invention. It is to be understood that no limitation with respect to the specific apparatus illustrated herein is intended or should be inferred. It is, of course, intended to cover by the appended claims all such modifications as fall within the scope of the claims.
Further, logic flows depicted in the figures do not require the particular order shown, or sequential order, to achieve desirable results. Other steps may be provided, or steps may be eliminated, from the described flows, and other components may be add to, or removed from the described embodiments.
This application claims the benefit of the filing date of U.S. Provisional Application Ser. No. 61/763,221 filed Feb. 11, 2013 entitled “Automated Adjustment of Audio Effects in Electronic Game,” the entirety of which is hereby incorporated herein by reference.
Number | Date | Country | |
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61763221 | Feb 2013 | US |