U.S. patent application number 10/342809 was filed with the patent office on 2004-07-22 for selectable audio preferences for a gaming machine.
Invention is credited to Pryzby, Eric M..
Application Number | 20040142747 10/342809 |
Document ID | / |
Family ID | 32594851 |
Filed Date | 2004-07-22 |
United States Patent
Application |
20040142747 |
Kind Code |
A1 |
Pryzby, Eric M. |
July 22, 2004 |
Selectable audio preferences for a gaming machine
Abstract
A wagering gaming system comprises a gaming terminal and a sound
processing system. The gaming terminal conducts a wagering game and
the player is allowed to select sound preferences in connection
with the wagering game. The sound processing system is adapted to
process audio data in response to user selections of sound
preferences other than a master volume preference. According to
some embodiments, a user is able to make selections regarding sound
aspects such as speaker settings, system sounds, sound field
effects, and sound tones.
Inventors: |
Pryzby, Eric M.; (Skokie,
IL) |
Correspondence
Address: |
Michael J. Blankstein
WMS Gaming Inc.
800 South Northpoint Boulevard
Waukegan
IL
60085
US
|
Family ID: |
32594851 |
Appl. No.: |
10/342809 |
Filed: |
January 16, 2003 |
Current U.S.
Class: |
463/35 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/323 20130101; G07F 17/3262 20130101 |
Class at
Publication: |
463/035 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. An electronic gaming system providing a game in response to a
wager, comprising: a gaming terminal adapted to conduct a wagering
game; a user input device allowing for selection of at least one
sound preference, said at least one sound preference being a sound
preference other than a master volume preference; a sound
processing system accepting input from said user input device and
processing audio data in accordance with said at least one sound
preference; and an audio-emitting system coupled to said sound
processing system and producing sound in accordance with said at
least one sound preference.
2. The gaming system of claim 1, wherein said at least one sound
preference is selected from a group consisting of a sound field
effect preference, a system sounds preference, a speaker settings
preference, and a sound tone preference, each sound preference
including at least one sound setting.
3. The gaming system of claim 2, wherein said sound field effect
preference includes at least one of a small room setting, a stadium
setting, an opera setting, and a concert hall setting.
4. The gaming system of claim 2, wherein said system sounds
preference includes a standard setting and a thematic setting.
5. The gaming system of claim 4, wherein said thematic setting
includes at least one of a rock theme, a sports theme, a space
theme, a wild west theme, an ocean theme, and a jungle theme.
6. The gaming system of claim 2, wherein said speaker settings
preference includes at least one of a surround setting, a stereo
setting, a mono setting, and a headphones setting.
7. The gaming system of claim 2, wherein said system sounds
preference includes at least one of a licensed music theme and a
personal music theme.
8. The gaming system of claim 1, wherein said gaming terminal is
selected from a group consisting of a mechanical reel slot machine,
a video slot machine, a video bingo machine, and a video keno
machine.
9. The gaming system of claim 1, wherein the sound processing
system is a sound receiver.
10. The gaming system of claim 1, wherein said selecting means are
selected from a group consisting of electro-mechanical devices and
buttons on a touchscreen.
11. The gaming system of claim 1, wherein said selecting means are
coupled to a voice-activated mechanism for voice-activated
selection.
12. The gaming system of claim 1, wherein one or more selected
sound preferences are stored on a casino card.
13. The gaming system of claim 1, wherein said selecting means are
coupled to said sound processing system via a local-area
network.
14. The gaming system of claim 1, wherein said audio-emitting
system is selected from a group consisting of a speaker, a speaker
system, and a headset.
15. The gaming system of claim 2, wherein said sound tone
preference includes at least one of a treble setting and a bass
setting.
16. An electronic gaming system providing a game in response to a
wager, comprising: a sound processing system adapted to process
game sounds relating to said game; an input system adapted to
accept sound preference inputs from a player and to forward sound
preference information to said sound processing system, said sound
processing system adapted to accept signals from said input system
and to alter said game sounds in response to said sound preference
inputs, said sound preference inputs including inputs for
controlling aspects of said game sounds other than a master volume
of said game sounds, said sound preferences including a first class
of sound preferences and a second class of sound preferences, said
first class being controllable by the player, said second class
being controllable by an operator.
17. The electronic gaming system of claim 16 wherein said sound
preference inputs include inputs for controlling sound preferences
selected from a group consisting of sound field effect preferences,
system sounds preferences, speaker settings preferences, and sound
tone preferences, each of said sound preferences having at least
one setting.
18. An electronic gaming system providing a game in response to a
wager comprising: a gaming terminal for playing at least one
electronic game in response to a wager; a central processing unit
executing instructions for said gaming terminal; a memory coupled
to said central processing unit, said memory storing audio data; a
user input device for allowing the choice of one or more sound
preferences, said one or more sound preferences being sound
preferences other than a master volume preference; and a sound
processing system receiving said audio data in a first audio
signal, said sound processing system modifying said audio data in
accordance with said sound preference to produce a second audio
signal.
19. The gaming system of claim 18, wherein said one or more sound
preferences include a sound field effect preference having a number
of sound settings;
20. The gaming system of claim 19, wherein said sound field effect
preference includes at least one of a small room setting, a stadium
setting, an opera setting, and a concert hall setting.
21. The gaming system of claim 18, wherein said sound preference
further includes a system sounds preference.
22. The gaming system of claim 21, wherein said system sounds
preference includes a standard setting and a thematic setting.
23. The gaming system of claim 22, wherein said thematic setting
includes at least one of a rock theme, a sports theme, a space
theme, a wild west theme, an ocean theme, and a jungle theme.
24. The gaming system of claim 18, wherein said sound preference
includes a speaker settings preference.
25. The gaming system of claim 24, wherein said speaker settings
preference includes at least one of a surround setting, a stereo
setting, a mono setting, and a headphones setting.
26. The gaming system of claim 18, wherein said central processing
unit is installed in said gaming terminal.
27. The gaming system of claim 18, wherein said central processing
unit is remotely installed.
28. The gaming system of claim 18, further comprising a
communication unit coupled to said central processing unit.
29. The gaming system of claim 28, wherein said communication unit
is coupled to a local-area network for communicating with a remote
processing unit.
30. The gaming system of claim 18, wherein said user input device
is installed in said gaming terminal.
31. The gaming system of claim 18, wherein said user input device
is remotely connected to said central processing unit via a
local-area network.
32. A method for operating a gaming terminal in response to a
wager, comprising: conducting a wagering game via a gaming
terminal; providing selectable choices having at least one sound
preference, said at least one sound preference being a sound
preference other than a master volume preference; and outputting
audio in accordance with said at least one sound preference.
33. The method of claim 32, wherein providing selectable choices
comprises providing selectable choices for one or more sound
preferences selected from a group consisting of a speaker settings
preference, a system sounds preference, a sound field effect
preference, and a sound tone preference.
34. The method of claim 33, further comprising: providing for said
speaker settings preference a plurality of settings, including at
least one of a surround setting, a stereo setting, a mono setting,
and a headphones setting; and executing one of said speaker
settings.
35. The method of claim 33, further comprising: providing for said
system sounds preference a plurality of settings, including at
least one of a standard setting and a thematic setting; and
executing one of said system sounds settings.
36. The method of claim 35, further comprising: providing for said
thematic setting a plurality of themes, including at least one of a
rock theme, a sports theme, a space theme, a wild west theme, an
ocean theme, a jungle theme, a personal music theme, and a licensed
music theme; and executing one of said themes.
37. The method of claim 33, further comprising: providing for said
sound field effect preference a plurality of settings, including at
least one of a small room setting, a stadium setting, an opera
setting, and a concert hall setting; and executing one of said
sound field effect settings.
38. The method of claim 32, further comprising changing said at
least one sound preference via a local-area network.
39. The method of claim 32, further comprising upgrading said at
least one sound preference via a local-area network.
40. The method of claim 32, further comprising limiting access to
said at least one sound preference for different users.
41. The method of claim 32, further comprising storing information
related to said at least one sound preference on a casino card.
42. The method of claim 32, further comprising connecting a
personal music player to said gaming terminal.
43. An electronic gaming machine providing a game in response to a
wager, comprising: a processor for randomly selecting one of a
plurality of outcomes of said gaming machine in response to said
wager; an input system receiving sound-preference inputs from a
player for controlling an audio output of said gaming machine, said
sound-preference inputs being associated with audio characteristics
of only selected frequencies within an audible frequency range of
about 20 Hz to about 20 kHz, said sound-preference inputs being
sound-preference inputs other than a master volume preference
input; and a sound processing system accepting sound preference
information from said input system, said sound processing system
altering said selected frequencies of said audio output in response
to said input system receiving said sound-preference inputs.
44. An electronic gaming system providing a game in response to a
wager comprising: a gaming terminal playing at least one electronic
game in response to a wager; a user input device allowing the
choice of one or more sound preferences, said sound preferences
selected from a group consisting of a sound field effect
preference, a system sounds preference, a speaker settings
preference, and a sound tone preference, each sound preference
including at least one sound setting; an audio data source
providing audio data for incorporation into a first audio signal;
and a sound processing system receiving said first audio signal and
modifying said first audio signal in response to a selection of
said one or more sound preferences to produce a second audio
signal.
45. The electronic gaming system of claim 44 wherein said audio
data source comprises a memory at said gaming terminal.
46. The electronic gaming system of claim 44 wherein said audio
data source comprises a remote host.
47. The electronic gaming system of claim 44 wherein said audio
data source comprises a user first audio signal source provided by
a user of said gaming system.
Description
RELATED APPLICATIONS
[0001] This application is being filed concurrently with U.S.
patent application Ser. No. ______ (Attorney Docket No.
47079-00160USPT) entitled "Gaming Machine Environment Having
Controlled Audio And Visual Media Presentation," U.S. patent
application Ser. No. ______ (Attorney Docket No. 47079-00161USPT)
entitled "Audio Network For Gaming Machines," and U.S. patent
application Ser. No. ______ (Attorney Docket No. 47079-00163USPT)
entitled "Gaming System With Surround Sound," all of which are
assigned to the assignee of the present application and all of
which are incorporated herein by reference in their entireties.
FIELD OF THE INVENTION
[0002] The present invention relates generally to a wagering gaming
system and, more particularly, to a wagering gaming system having
audio preferences that are customizable by a player, operator, or
other user.
BACKGROUND OF THE INVENTION
[0003] Electronic gaming machines, such as mechanical reel slot
machines, video slot machines, video poker machines, video bingo
machines, video keno machines, and the like, have been a
cornerstone of the gaming industry for several years. Generally,
the popularity of such machines with players is dependent on the
likelihood (or perceived likelihood) of winning money at the
machine and the intrinsic entertainment value of the machine
relative to other available gaming options. Where the available
gaming options include a number of competing machines and the
expectation of winning each machine is roughly the same (or
perceived to be the same), players are most likely to be attracted
to the most entertaining and exciting of the machines. Shrewd
operators, consequently, strive to employ the most entertaining and
exciting machines available because such machines attract frequent
play and, hence, increase profitability to the operator.
[0004] To enhance a player's entertainment experience, wagering
gaming machines often include special features such as enhanced
payoffs, a "secondary" or "bonus" game which may be played in
conjunction with a "basic" game, and attractive audio and/or visual
effects accompanying the basic and bonus games. The bonus game may
comprise any type of game, either similar to or completely
different from the basic game, which is entered upon the occurrence
of a selected event or outcome of the basic game. Generally, the
bonus game provides a greater expectation of winning than the basic
game. Further, attractive audio and/or visual effects accompany the
basic and bonus games. Heretofore, the only sound preference
operable by a user is a master volume control which controls the
audio level, i.e., how loud or how soft the audio effects are.
[0005] Because wagering gaming machines are an important source of
income for the gaming industry, operators continually search for
new gaming strategies and features to distinguish their electronic
gaming machines from competitors in the industry and to provide
additional incentives for players to play longer and to return to
the casino on their next trip. Accordingly, there is a continuing
need for manufacturers to provide new sound techniques for
enhancing the entertainment experience involved in the play of
electronic gaming machines. The present invention is directed to
satisfying this need.
SUMMARY OF THE INVENTION
[0006] Accordingly, a wagering gaming system comprises a gaming
terminal and a sound processing system. The gaming terminal
conducts a wagering game and the player is allowed to select sound
preferences in connection with the wagering game. The sound
processing system is adapted modify game sounds in accordance with
sound preferences other than a master volume preference. According
to some embodiments, a player is able to make selections regarding
sound aspects such as speaker settings, system sounds, sound field
effects, and sound tones.
[0007] In one embodiment of the present invention, the plurality of
sound preferences include a sound field effect preference. In
another embodiment, the plurality of sound preferences include a
sound field effect preference and a system sounds preference; In
another embodiment, the plurality of sound preferences include a
sound field effect preference, a system sounds preference, and a
speaker settings preference.
[0008] Each of the sound preferences includes at least two sound
settings. An audio-emitting system is coupled to the sound
processing system for producing sound. User inputs may be used to
allow the selection of one of the sound preferences and one of the
sound settings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] The foregoing and other advantages of the invention will
become apparent upon reading the following detailed description and
upon reference to the drawings.
[0010] FIG. 1 is a perspective drawing of a wagering gaming
system.
[0011] FIG. 2 is a block diagram of a control system for operating
the gaming system of FIG. 1.
[0012] FIG. 3 is a front view of a touch panel display showing
buttons for selecting gaming options for the gaming system of FIG.
1.
[0013] FIG. 4 is a block diagram showing sound preferences for the
gaming system of FIG. 1.
[0014] FIG. 5 is a front view of a touch panel display showing
buttons for selecting the sound preferences of FIG. 4.
[0015] While the invention is susceptible to various modifications
and alternative forms, specific embodiments have been shown by way
of example in the drawings and will be described in detail herein.
It should be understood, however, that the invention is not
intended to be limited to the particular forms disclosed. Rather,
the invention is to cover all modifications, equivalents, and
alternatives falling within the spirit and scope of the invention
as defined by the appended claims.
DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
[0016] Turning now to the drawings, FIG. 1 depicts a gaming
terminal 10 operable to conduct a wagering game such as slots,
poker, keno, bingo, dice games, card games, and the like.
Generally, when playing a wagering game, the terminal 10 receives a
wager from a player to purchase a play of the game. In response,
the terminal 10 generates at least one random event using a random
number generator ("RNG") and provides an award to the player for a
winning outcome of the random event. Alternatively, the terminal 10
may be linked via a communication unit 11 to a remote host computer
that generates the random event and transmits the event's outcome
to the terminal 10. To portray the outcome to the player, the
terminal 10 includes a video display 12, as shown, or a mechanical
display. The video display 12 may be implemented with a CRT, LCD,
plasma, or other type of video display known in the art. To allow
the player to place wagers, make game selections, and otherwise
operate the terminal 10, the terminal 10 includes a physical button
panel 14 and/or a touch screen or touch panel 13 over the video
display 12.
[0017] Operation of the terminal 10 is described in greater detail
below in the context of a video slot game. The video slot game is
implemented on the video display 12 on a number of video simulated
spinning reels 16 with a number of pay lines 18. According to
another embodiment of the invention, each of the pay lines 18
extends through one symbol on each of the reels 16. Generally, game
play is initiated by inserting money in a bill acceptor 20, by
inserting a credit card in a credit card acceptor 22, or by
inserting a player card in a player card acceptor 24, and playing a
number of credits, causing the terminal's central processing unit
to activate a number of pay lines, in a multiple pay line
embodiment, corresponding to the amount of money or number of
credits played. The bill acceptor 20 can be an acceptor that
accepts bills, coins, or both. In one embodiment, the player
selects the number of pay lines to play by pressing a "Select
Lines" touch key on the display 12. The player then chooses the
number of coins or credits to bet on the selected pay lines by
pressing a "Bet Per Line" touch key. The gaming terminal 10 can
include a coin pay chute 26 for receiving coins after winning a
game.
[0018] After activation of the pay lines, the reels 16 may be set
in motion by pressing a "Spin Reels" touch key or, if the player
wishes to bet the maximum amount per line, by using a "Max Bet
Spin" touch key on the display 12. Alternatively, other mechanisms
such as a lever 28 or push button may be used to set the reels in
motion. The CPU uses a random number generator to select a game
outcome (e.g., "basic" game outcome) corresponding to a particular
set of reel "stop positions." The CPU then causes each of the reels
16 to stop at the appropriate stop position. Video symbols are
displayed on the reels 16 to graphically illustrate the reel stop
positions and to indicate whether the stop positions of the reels
16 represent a winning game outcome.
[0019] Winning basic game outcomes (e.g., symbol combinations
resulting in payment of coins or credits) are identifiable to the
player by a pay table. In one embodiment, the pay table is affixed
to the terminal 10 and/or displayed by the display 12 in response
to a command by the player (e.g., by pressing a "Pay Table" touch
key). A winning basic game outcome occurs when the symbols
appearing on the reels 16 along an active pay line correspond to
one of the winning combinations on the pay table. According to one
embodiment, a winning signal can be displayed by a Light-Emitting
Diode ("LED") 29, which is located above the display 12. A winning
combination, for example, could be three or more matching symbols
along an active pay line, where the award is greater as the number
of matching symbols along the active pay line increases. If the
displayed symbols stop in a winning combination, the game credits
the player an amount corresponding to the award in the pay table
for that combination multiplied by the amount of credits bet on the
winning pay line. The player may collect the amount of accumulated
credits by pressing a "Collect" touch key. In one implementation,
the winning combinations start from the first reel (left to right)
and span adjacent reels. In an alternative implementation, the
winning combinations start from either the first reel (left to
right) or the fifth reel (right to left) and span adjacent
reels.
[0020] Included among the plurality of basic game outcomes may be
one or more start-feature outcomes for triggering play of special
features. A start-feature outcome may be defined in any number of
ways. For example, a start-feature outcome may occur when a special
start-feature symbol or a special combination of symbols appears on
one or more of the reels 16. The start-feature outcome may require
the combination of symbols to appear along an active pay line or
may, alternatively, require that the combination of symbols appear
anywhere on the display 12, regardless of whether the symbols are
along an active pay line. The appearance of a start-feature outcome
causes the CPU to shift operation from the video slot game to the
special feature associated with that outcome.
[0021] In accordance with the present invention, the gaming
terminal 10 includes one or more speakers 30 for emitting audio
associated with the wagering game being played on the gaming
terminal 10. The number of speakers 30 can vary, and the speakers
30 can be positioned in different speaker arrangements. For
example, in one embodiment, three or more speakers 30 are used for
emitting multi-channel audio associated with the wagering game in
surround sound relative to a player in front of the terminal 10.
Surround sound, described in more detail below, refers to the use
of sound to envelop the player, making the player feel like he or
she is in the middle of the action. The multi-channel audio allows
the player to hear sounds that come or appear to come from around
the player and may cause the player to become more captivated in
the game experience. In one embodiment, the speaker arrangement for
emitting the audio in surround sound includes both a "front"
speaker arrangement and a "surround sound" speaker arrangement. Any
speakers 30 of the speaker arrangement may be linked to the
terminal by wired or wireless connections.
[0022] In another embodiment, the front speaker arrangement can
include a front left speaker and a front right speaker mounted
within a cabinet of the gaming terminal 10; a single front center
speaker; or a front left speaker, a front right speaker, and a
front center speaker. The surround sound speaker arrangement can
include a rear left speaker, a rear right speaker, and an optional
rear center speaker, positioned generally behind the player.
[0023] In general, the speakers 30 provide full frequency response
(e.g., from 20 Hz to 20,000 Hz). In addition to these speakers, the
speaker arrangement may include another speaker, called a
subwoofer, dedicated to lower frequency effects (e.g., 20 Hz to 120
Hz). The subwoofer may be placed anywhere near the terminal 10,
including within the cabinet.
[0024] In one embodiment, the gaming terminal 10 includes an audio
output receptacle 32 for connecting a headset or other audio device
to the gaming terminal 10. Using a headset reduces the sound level
for any non-players and may give the player a more individual
gameplay experience. The output receptacle 32 can be adapted to
receive more than one headset, as in the case where the wagering
game is a multiplayer game, and/or to receive headset inputs of
different sizes.
[0025] FIG. 2 is a block diagram of a control system suitable for
operating gaming terminals according to the present invention.
Money/credit detector 34 signals a CPU 36 when a player has
inserted money or played a number of credits. The money may be
provided by coins, bills, tickets, coupons, cards, etc. Using an
input/output controller 38 to receive input from a device such as
the button panel 14 (see FIG. 1) or the touch panel 13 (see FIG.
1), the player may select any variables associated with the
wagering game (e.g., number of pay lines and bet per line in a
video slot game) and place his/her wager to purchase a play of the
game. In a play of the game, after the player operates a play
switch 40, the CPU 36 generates at least one random event using a
RNG and provides an award to the player for a winning outcome of
the random event. The CPU 36 operates the display 12 to represent
the random event(s) and outcome(s) in a visual form that can be
understood by the player. In addition to the CPU 36, the control
system may include one or more additional slave control units for
operating additional video and/or mechanical displays.
[0026] Memory 42 stores control software, operational instructions
and data associated with the gaming machine. In one embodiment, the
memory 42 comprises read-only memory ("ROM") and battery-backed
random-access memory ("RAM"). The memory 42 may also include
auxiliary memory for storing audio and/or video data. It will be
appreciated, however, that the memory 42 may be implemented on any
of several alternative types of memory structures or may be
implemented on a single memory structure. A payoff mechanism 44 is
operable in response to instructions from the CPU 36 to award a
payoff to the player. The payoff may, for example, be in the form
of a number of credits. According to some embodiments of the
present invention the payoff is determined by one or more math
tables stored in the memory 42.
[0027] According to some embodiments of the present invention, a
sound processing system receives and processes audio data for
producing audio to be emitted from speakers 30. A sound processing
system according to some embodiments of the present invention may
comprise a sound processor 46, a central processing unit 36, or
both a sound processor 46 and a central processing unit 36. The
audio data may be input into the sound processing system as a first
audio signal, with the sound processing system modifying the first
audio signal based on sound preferences to produce a second audio
signal. The second audio signal may then be forwarded to an
audio-emitting system, such as speakers 30, to produce sound in
accordance with the sound preferences. The first audio signal
incorporates audio data from an audio data source. Examples of
audio data sources include a memory, a remote host, or a user first
audio source, such as a CD player or MP3 player provided by a
user.
[0028] According to some embodiments of the present invention, the
audio data is stored in the memory 42. The audio data may be stored
in any of various surround sound formats, or stored in a basic
format without surround sound. In some embodiments of the present
invention, the CPU 36 operates a sound processor 46, which includes
decoding circuitry and amplification circuitry suitable for the
selected format, wherein the speakers 30 are arranged according to
the selected format. Examples of digital and analog surround sound
formats are discussed below.
[0029] In some embodiments, the CPU 36 receives information via the
communication unit 11. The information can relate, for example, to
upgrading the game, updating or transmitting audio data, scheduling
hours of operation, or monitoring the use of the gaming machine. In
one embodiment, the communication unit 11 can be connected to
another computer via an Ethernet cable. Alternatively, the
communication unit 11 is a receiving receptacle for a computer
cable that can be connected when a technician works on the gaming
terminal 10.
[0030] According to some embodiments of the present invention, the
CPU 36 may be adapted to allow a user to select audio data to be
processed and played back, to select sound preferences, or to
select a combination of audio data and sound preferences. The sound
processing system can be used, with or without the CPU 36, to
receive a first audio signal, e.g., an audio signal stored in the
memory 42 or a streaming audio signal, and modify the audio signal
according to sound preferences selected by a user. Thus, a sound
processing system modifies the inputted first audio signal in
accordance with user selections, and outputs a second, modified
audio signal.
[0031] A gaming terminal 10 according to some embodiments of the
present invention may be linked to a remote host computer over a
network such as an Ethernet-based local area network ("LAN"). The
terminal 10 may, in turn, select and process audio data and video
data which may be stored in its memory. Game outcomes may be
determined at the host computer or locally at the terminal 10. The
host computer may transmit audio and/or video content to the
terminal 10 which, in turn, receives, processes (e.g., decodes and
amplifies), and plays back the received content on the fly. The
transmitted content may be streamed so that the terminal 10 can
start playing the content before all relevant data has been
transmitted. For some embodiments of streaming to work, the
terminal 10 must be able to collect the content and send it as a
steady stream to an application that is processing the data and
converting it to sound or images. If the streaming terminal 10
receives the content more quickly than required, it may save the
excess content in a buffer.
[0032] Referring now to FIG. 3, a screen display is shown offering
selectable choices 50 for selecting gaming options. The selectable
choices 50 enable a player, operator, or other user to customize
gaming settings. The selectable choices 50 may be provided as touch
panel buttons positioned on the display 12. For example, in some
embodiments of the present invention a main menu button 52 enables
the player to access a submenu that includes a game options button
54, a video settings button 56, and a sound settings button 58. The
selectable choices 50 may alternatively or additionally be selected
using mechanical or electro-mechanical switches, such as a main
menu switch 60, a game options switch 62, a video settings switch
64, and a sound settings switch 66. The mechanical switches can be
located near the display 12 for easy access during gameplay. In
another embodiment, the selectable choices 50 can be activated by a
voice-activation mechanism. The sound settings button 58 or switch
66 includes a further submenu that provides the player with a sound
preferences button 68 and one or more standard sound settings, such
as a default A button 70, a default B button 72, and a default C
button 74. Mechanical or electro-mechanical switches may be
included for accessing and using a sound settings submenu.
[0033] Referring now to FIG. 4, a sound preferences setting 76
includes a number of customizable preferences. In one embodiment of
the present invention, the sound preferences setting 76 includes a
volume settings preference 78, a speaker settings preference 80, a
system sounds preference 82, and a sound field effect preference
84.
[0034] The volume settings preference 78 allows for the control of
a master game volume. According to one embodiment of the present
invention, the volume settings preference 78 allows a user to
select one of at least four settings: a high setting 86, a medium
setting 88, a low setting 90, and an adjustable setting 92. In
response to the selected volume setting, the emitted audio will be
louder or quieter. Furthermore, the volume settings preference 78
may have a muting option for preventing any emission of sound. The
master volume 78 only controls the level of sound, not other
characteristics of the sound, such as the sound tone, speaker
settings, or sound field effects. For example, a sound tone
preference that includes a bass setting and/or a treble setting can
be included in addition to the volume settings preference 78, the
speaker settings preference 80, the system sounds preference 82,
and the sound field effect preference 84.
[0035] According to some embodiments of the present invention, the
speaker settings preference 80 includes a surround setting 94,
described in more detail below; a stereo setting 96 for
transmitting audio separated into two audio channels; a mono
setting 98, for transmitting audio in a single audio channel; and a
headphones setting 100, for using a headset. Other settings may
also be included according to particular requirements.
[0036] The surround setting 94 can include a number of available
surround sound formats. One example of a surround sound format that
can be used in conjunction with the surround setting 94 is DOLBY
DIGITAL.TM. (formerly Dolby AC-3) by Dolby Laboratories, Inc. DOLBY
DIGITAL.TM. is a digital surround sound format suitable for audio
data when it is stored in a digital section of the memory 42, such
as on a DVD or laserdisc. DOLBY DIGITAL.TM. provides up to five
discrete (independent) channels of full frequency effects (e.g.,
from about 20 Hz to about 20,000 Hz), plus an optional sixth
channel dedicated to low frequency effects (e.g., from about 20 Hz
to about 120 Hz). The five discrete channels include front center,
front left, front right, surround left, and surround right. The
center, front left, and front right channels generally carry
dialogue, music, and sound effects, while the surround left and
surround right channels provide surround sound and ambient effects.
The sixth channel is usually reserved for a subwoofer speaker for
reproducing the low frequency effects that may come with certain
wagering games. During production, the audio data is stored in the
memory 42 in DOLBY DIGITAL.TM. format, i.e., as compressed and
encoded digital data. The stored digital data is encoded with
information indicating the data stream to be transmitted through
each sound channel. The CPU 36 includes a digital surround sound
decoder that, during playback, decodes the stored digital data into
multiple data streams transmitted through the sound channels.
[0037] An extended surround version of DOLBY DIGITAL.TM., called
DOLBY DIGITAL EX.TM. or SURROUND EX.TM., encodes the audio data
with a third surround channel (i.e., surround back channel) that
can be decoded for playback over a rear center speaker placed
behind the player. Using matrix encoding technology, the surround
back channel information is encoded into the surround left and
right channels during production and later decoded (or derived)
from the surround left and right channels during playback. Because
of this matrix encoding scheme, the surround back channel is not a
true discrete channel. This allows certain audio effects to be
presented behind the player, thereby achieving more enveloping and
complete 360.degree. surround sound.
[0038] DTS DIGITAL SURROUND.TM. by Digital Theatre Systems, Inc.,
is a competing and alternative digital surround sound format to
DOLBY DIGITAL.TM.. Like DOLBY DIGITAL.TM., DTS DIGITAL SURROUND.TM.
provides up to five discrete channels of full frequency effects,
plus an optional sixth channel dedicated to low frequency effects.
DTS DIGITAL SURROUND.TM., however, offers higher data rates and,
therefore, uses more of the capacity of the memory 42 than DOLBY
DIGITAL.TM..
[0039] An extended surround version of DTS DIGITAL SURROUND.TM.,
called DTS-ES MATRIX.TM., encodes the audio data with a third
surround channel (i.e., surround back channel) that can be decoded
for playback over a rear center speaker placed behind the player.
Yet another extended surround version of DTS DIGITAL SURROUND.TM.,
called DTS-ES DISCRETE 6.1.TM., supports a fully discrete surround
back channel. That is, the surround back channel has it own data
stream and is truly independent from those of the surround left and
right channels.
[0040] DOLBY PRO-LOGIC.TM. by Dolby Laboratories, Inc., is an
analog surround sound format that encodes four channels of audio
information onto two stereo analog channels during production. The
encoded two-channel audio data is stored in an analog section of
the memory 42, such as on a Hi-Fi VHS tape. The four channels
include front center, front left, front right, and mono surround.
The front center channel, among other things, "anchors" any
dialogue in a wagering game to the image shown on the video display
12. The CPU 36 includes an analog surround sound decoder that,
during playback, uses a technique called matrixing to derive the
front center channel and surround sound channel from the encoded
two-channel audio data stored in the memory 42. The surround
channel is limited in bandwidth to frequencies from 100 Hz to 7,000
Hz.
[0041] DOLBY SURROUND.TM. by Dolby Laboratories, Inc., is an analog
surround sound format that encodes three channels of audio
information onto two stereo analog channels. The three channels
include front left, front right, and surround. Relative to DOLBY
PRO-LOGIC.TM., DOLBY SURROUND.TM. gives up the front center channel
along with some degree of fidelity in the surround channel.
[0042] Other surround formats are also contemplated. For example,
instead of true surround sound that relies upon a surround channel
delivering audio to a speaker behind or to the side of a player,
the present invention also contemplates "virtual" (3D) surround
sound. Virtual surround sound relies upon virtual surround sound
algorithms, such as QSound.TM. by QSound Labs, Inc., SRS.TM. (Sound
Retrieval System) by SRS Labs, Inc., and other proprietary
algorithms, which make use of only front left and right speakers
and psycho-acoustic effects to emulate true surround sound
formats.
[0043] According to some embodiments of the present invention, the
system sounds preference 82 may be set to either a standard sound
scheme 102 or a thematic sound scheme 104. According to one
embodiment of the present invention, the standard sound scheme 102
utilizes generic sounds associated with casino games. The thematic
sound scheme 104 may correspond to a theme chosen by the player,
which is not necessarily the theme of the game. Some exemplary
themes are a rock theme 106, a sports theme 108, a space theme 110,
a wild west theme 112, an ocean theme 114, a jungle theme 116, or
any other theme. For example, the jungle theme 116 may include a
variety of intermittent animal noises, e.g., birds chirping,
monkeys chattering, and tigers roaring, as well as a continuous
soundtrack, e.g., African music. Theme music and sounds may be
separately selected in some embodiments of the present
invention.
[0044] The player may select the theme that the player prefers for
a particular game according to some embodiments of the present
invention regardless of whether the theme corresponds to the game.
For example, even though the default theme for a wagering game may
be the space theme 110, wherein the wagering game may be related to
playing poker on a nearby planet, the player may select any one of
the other themes, such as the jungle theme 116, for having a
different gaming experience. The player has the option of selecting
a different theme at any point during the game. Thus, if the action
in the game changes, as it generally does when the player
progresses to a different game level, the sound theme can be
changed accordingly.
[0045] The sound field effect preference 84 allows a player to
select a signal processing program to be used by a sound processing
system for processing audio data. In some embodiments, the signal
processing program can be a digital signal processing program. The
signal processing programs produce different sound fields that are
digital recreations of actual acoustic environments. Examples of
sound fields include a small room effect 118, a stadium effect 120,
an opera effect 122, and a concert hall effect 124. While the
system sounds preference 82 is related to the choice of sounds
transmitted, the sound field effect preference 84 is related to how
the sound is perceived by the player. For example, the stadium
effect 120 may add reverb (echo) to the sound to give the player a
feeling of actually being in a large stadium. In contrast, the
small room effect 118 may add little to no reverb to the sound for
giving the player a more claustrophobic feeling, such as being in a
cramped space.
[0046] Referring now to FIG. 5, a touch panel 126 according to one
embodiment of the present invention displays a sound preferences
button 127 which has a menu including a sound field effect button
128, a system sounds button 130, a speaker settings button 132, and
a volume settings button 134. Default settings may be employed, and
the default buttons according to one embodiment of the present
invention are shown in FIG. 5 with a double rectangle. The menu for
the sound field effect button 128 includes a stadium effect button
136, a concert hall effect button 138, an opera effect button 140,
a small room effect button 142, a church effect button 144, and a
standard (default) effect button 146. The menu for the system
sounds button 130 includes a standard button 148 and a thematic
button 150, and the menu for the thematic button 150 includes a
rock theme button 152, a sports theme button 154, a space theme
button 156, a wild west theme button 158, an ocean theme button
160, and a jungle theme button 162. The menu for the speaker
settings button 132 includes a surround button 164, a stereo button
166, a mono button 168, and a headphones button 170. The menu for
the volume settings button 134 includes a high button 172, a medium
button 174, a low button 176, and an adjustable button 178. The
active default preferences in the embodiment of FIG. 5 are the
standard effect button 146 for field effect, the standard button
148 for sound themes, the surround button 164 for speaker settings,
and the medium button 174 for volume settings.
[0047] In some embodiments of the invention, the sound preferences
selected by the player can be saved to a card, such as a casino
card, that the player can use in different gaming machines. For
example, after the player selects desired sound preferences at a
gaming terminal 10, the player has the option of saving those sound
preferences on the casino card, and using the casino card to load
the sound preferences in a different gaming terminal 10.
[0048] The selection of the sound preferences 76 can be limited
according to the type of user in some embodiments of the invention.
An operator of the gaming terminal 10 may have unlimited access to
the selection of sound preferences 76, while a player may have more
limited access. For example, if the operator desires to maintain a
sports theme throughout a casino, such as when an anticipated
sporting event occurs, then the operator could limit the player's
access to sports related preferences, e.g., the sports theme 108
and the stadium effect 120. Similarly, more complex settings such
as speaker settings and surround settings may be reserved for
operator control, with players having the option to change simpler
settings such as a system sounds preference. Thus, the selection of
the sound preferences can be divided in two classes, a first class
that is accessible only to a player and a second class that is
accessible only to the operator of the gaming terminal 10.
[0049] In another embodiment, the sound preferences 76 can include
a choice for playing licensed music. For example, similarly to
playing music on a jukebox, the player could pay an extra fee for
selecting a particular licensed song. Alternatively, the player
could bring personal music that can be played while playing a game,
such as by connecting a personal music player (e.g., a compact disc
player) or music media (e.g., a compact disc) to the gaming
terminal 10.
[0050] While the present invention has been described with
reference to one or more particular embodiments, those skilled in
the art will recognize that many changes may be made thereto
without departing from the spirit and scope of the present
invention. Each of these embodiments and obvious variations thereof
is contemplated as falling within the spirit and scope of the
claimed invention, which is set forth in the following claims.
* * * * *