摘要 |
A process for simulating realistic crowd sounds for an electronic game may be used as a tool for use during development of a game, or as a feature of the finished game, allowing users to generate customised chants. A microphone 110 is used to input the basic audio e.g. a chant. This is input to a vocoder 140, which analyses the frequency content of the audio and uses the result to spectrally modify white (or pink or blue) noise to generate a signal representing the chant spoken by many voices. This is passed to a crowd reverberation processor 160, made up of at least two serial stages involving delay and feedback to the stage input (Figures 3 and 5 not shown) which overlay delayed versions of the basic chant, to produce a simulation of the chant being sung by spectators at varying distances e.g. at opposing ends or the opposite side of a stadium and surrounding the virtual position of the game player. The resulting crowd signal is added to a background noise signal, generated on detection of the audio, in mixer 180 and fed to an audio output generator 190. The crowd sounds may be related to events occurring in the game. |