U.S. patent application number 10/764784 was filed with the patent office on 2005-07-28 for gaming device with directional audio cues.
This patent application is currently assigned to WMS Gaming Inc.. Invention is credited to Connelly, Michael P..
Application Number | 20050164787 10/764784 |
Document ID | / |
Family ID | 34795347 |
Filed Date | 2005-07-28 |
United States Patent
Application |
20050164787 |
Kind Code |
A1 |
Connelly, Michael P. |
July 28, 2005 |
Gaming device with directional audio cues
Abstract
A computerized gaming system has an audio module operable to
play audio cues to direct the visual attention of a player of the
gaming system, the audio cues comprising representation of the
physical location of a game element presented on a video screen by
variation in at least one of pitch, instrument, rhythm, volume,
echo, phase, and location-specific sounds. The gaming system
further comprises a gaming module, which includes a processor and
gaming code which is operable when executed on the processor to
conduct a game of chance on which monetary value can be
wagered.
Inventors: |
Connelly, Michael P.;
(Elmwood Park, IL) |
Correspondence
Address: |
SCHWEGMAN, LUNDBERG, WOESSNER & KLUTH, P.A.
P.O. BOX 2938
MINNEAPOLIS
MN
55402-0938
US
|
Assignee: |
WMS Gaming Inc.
|
Family ID: |
34795347 |
Appl. No.: |
10/764784 |
Filed: |
January 26, 2004 |
Current U.S.
Class: |
463/35 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3227 20130101 |
Class at
Publication: |
463/035 |
International
Class: |
A63F 009/24 |
Claims
1. A computerized gaming system, comprising: a gaming module,
comprising a processor and gaming code which is operable when
executed on the processor to conduct a wagering game on which
monetary value can be wagered; and an audio module, the audio
module operable to play audio cues to direct the visual attention
of a player of the gaming system, the audio cues comprising
representation of the physical location of a game element presented
on a video screen by variation in at least one of pitch,
instrument, rhythm, volume, echo, phase, and location-specific
sounds.
2. The computerized gaming system of claim 1, wherein localized
sounds comprise sounds representing only a portion of the video
screen of the gaming device.
3. The computerized gaming system of claim 1, wherein pitch varies
with vertical position of directed visual attention on the video
screen.
4. The computerized gaming system of claim 1, wherein the audio
cues indicate the payline in a video slot gaming machine.
5. The computerized gaming system of claim 1, wherein at least one
of instrument or phase changes to represent different reels where
the gaming system is a multi-reel video slot machine.
6. The computerized gaming system of claim 1, wherein the variation
in at least one of pitch, instrument, rhythm, volume, echo, phase,
delay, and localized sounds is further accompanied by panning to
represent horizontal position on the video screen.
7. The computerized gaming system of claim 1, wherein multiple
audio cues are presented at the same time.
8. A method of providing spatial audio cues in a gaming machine,
comprising: playing one or more audio cues to direct the visual
attention of a player of the gaming system, the audio cues
comprising representation of the physical location of a game
element presented on a video screen by variation in at least one of
pitch, instrument, rhythm, volume, echo, phase, and
location-specific sounds, wherein the gaming machine comprises a
processor and gaming code which is operable when executed on the
processor to conduct a wagering game on which monetary value can be
wagered.
9. The method of claim 8, wherein localized sounds comprise sounds
representing only a portion of the video screen of the gaming
device.
10. The method of claim 8, wherein pitch varies with vertical
position of directed visual attention on the video screen.
11. The method of claim 8, wherein the audio cues indicate the
payline in a video slot gaming machine.
12. The method of claim 8, wherein at least one of instrument or
phase changes to represent different reels where the gaming system
is a multi-reel video slot machine.
13. The method of claim 8, wherein the variation in at least one of
pitch, instrument, rhythm, volume, echo, phase, delay, and
localized sounds is further accompanied by panning to represent
horizontal position on the video screen.
14. The method of claim 8, wherein multiple audio cues are
presented at the same time.
15. A computerized gaming system, comprising: a gaming module,
comprising a processor and gaming code which is operable when
executed on the processor to conduct a wagering game on which
monetary value can be wagered; and an audio module, the audio
module operable to play audio cues to direct the visual attention
of a player of the gaming system, the audio cues comprising panning
to represent the location of a game element on a video screen, and
variation in at least one of pitch, instrument, rhythm, volume,
echo, phase, and location-specific sounds.
16. A method of providing spatial audio cues in a gaming machine,
comprising: playing one or more audio cues to direct the visual
attention of a player of the gaming system, the audio cues
comprising panning to represent the location of a game element on a
video screen, and further comprising variation in at least one of
pitch, instrument, rhythm, volume, echo, phase, and
location-specific sounds, wherein the gaming machine comprises a
processor and gaming code which is operable when executed on the
processor to conduct a wagering game on which monetary value can be
wagered.
17. A computerized gaming system, comprising: a gaming module,
comprising a processor and gaming code which is operable when
executed on the processor to conduct a wagering game on which
monetary value can be wagered; and an audio module, the audio
module operable to play audio cues to direct the visual attention
of a player of the gaming system, the audio cues comprising panning
to represent the location of a displayed game element on a video
screen.
18. A method of providing spatial audio cues in a gaming machine,
comprising: playing one or more audio cues to direct the visual
attention of a player of the gaming system, the audio cues
comprising panning to represent the location of a displayed game
element on a video screen, wherein the gaming machine comprises a
processor and gaming code which is operable when executed on the
processor to conduct a wagering game on which monetary value can be
wagered.
Description
FIELD OF THE INVENTION
[0001] The invention relates generally to gaming systems, and more
specifically to gaming systems having directional audio cues.
BACKGROUND OF THE INVENTION
[0002] A wide variety of gaming devices are now available to gamers
and to casino operators in computerized form, from slot machines to
games that are traditionally played live such as poker and
blackjack. These computerized games provide many benefits to the
game owner and to the gambler, including greater reliability than
can be achieved with a mechanical game or human dealer, more
variety and animation in presentation of a game, and a lower
overall cost of production and management.
[0003] Computerized video game systems must be designed with many
of the same concerns as their mechanical and table game
ancestors--they must be fair, they must provide sufficient feedback
to the gamer to make the game fun to play, and they must meet a
variety of gaming regulations to ensure that both the machine owner
and gamer are honest and fairly treated in implementing the game.
Further, they must provide a gaming experience that is at least as
attractive as the older mechanical gaming machine experience to the
gamer, to ensure success in a competitive gaming market.
[0004] Many computer elements have been employed in gaming systems,
from computerized animation to playing prerecorded sounds through a
gaming system's speakers. These are carefully designed, along with
the general theme and other elements of a gaming system, to attract
the attention of gamers and to provide a memorable gaming
experience. The sounds presented often include sound effects and
music consistent with a particular game's theme, and play specific
sounds to indicate the status of the game. But, with the wide
variety of animations, actions, and other elements presented to the
game player, it can become difficult to sort out the ambient
effects from the central elements of the game.
[0005] It is therefore desirable to direct the player's attention
to specific central elements of the game in various stages of game
play.
SUMMARY OF THE INVENTION
[0006] In one embodiment of the invention, a computerized gaming
system is provided. The computerized gaming system comprises an
audio module operable to play audio cues to direct the visual
attention of a player of the gaming system, the audio cues
comprising representation of the physical location of a game
element presented on a video screen by variation in at least one of
pitch, instrument, rhythm, volume, echo, phase, and
location-specific sounds. The gaming system further comprises a
gaming module, which includes a processor and gaming code which is
operable when executed on the processor to conduct a game of chance
on which monetary value can be wagered.
BRIEF DESCRIPTION OF THE FIGURES
[0007] FIG. 1 shows a computerized gaming system having an audio
module consistent with an embodiment of the present invention.
[0008] FIG. 2 shows a plurality of audio element tracks consistent
with an embodiment of the present invention.
[0009] FIG. 3 is a flowchart showing a method of generating an
audio track in a computerized gaming system, consistent with an
embodiment of the present invention.
DETAILED DESCRIPTION
[0010] In the following detailed description of sample embodiments
of the invention, reference is made to the accompanying drawings
which form a part hereof, and in which is shown by way of
illustration specific sample embodiments in which the invention may
be practiced. These embodiments are described in sufficient detail
to enable those skilled in the art to practice the invention, and
it is to be understood that other embodiments may be utilized and
that logical, mechanical, electrical, and other changes may be made
without departing from the spirit or scope of the present
invention. The following detailed description is, therefore, not to
be taken in a limiting sense, and the scope of the invention is
defined only by the appended claims.
[0011] The present invention provides in one embodiment a
computerized gaming system having an audio module that is operable
to play audio cues to direct the visual attention of a player of
the gaming system, the audio cues comprising representation of the
physical location of a game element presented on a video screen by
variation in at least one of pitch, instrument, rhythm, volume,
echo, phase, and location-specific sounds. The gaming system
further comprises a gaming module, which includes a processor and
gaming code which is operable when executed on the processor to
conduct a game of chance on which monetary value can be
wagered.
[0012] FIG. 1 illustrates an example embodiment of a computerized
gaming system, consistent with the present invention. The gaming
system includes a video screen 101 for displaying game elements,
speakers 102 for playing sounds in conjunction with the game, coin
tray 103 for paying winning gamers, and buttons 104 for controlling
operation of the game. The system shown further includes a card
reader 105 for managing player identity and stored credits, as well
as a coin slot 106 for depositing tokens or coins. During game
play, various game elements are presented on the screen, such as
cards flipping in a video poker game, reels spinning in a video
slot machine, and other such things. Also, a variety of indicators,
such as credits indicator 107, indicators of winning hands or reel
combinations, and the like are presented, depending on the game
being played and the current game status. Further, animations
relevant to the theme of the game are presented, such as the
bouncing beach ball 108.
[0013] Because modern computerized gaming machines often have such
a wide variety of visual elements competing for the gamer's
attention, it is sometimes difficult for the gamer to see all that
is presented. The present invention seeks in various embodiments to
direct the gamer's attention on the video screen by presenting
position-indicating audio cues, increasing the odds that the player
will be focused on certain game elements at certain times.
Alternate embodiments direct the player's attention to mechanical
game elements, top box displays, or other such game elements.
[0014] This may be achieved in a variety of ways in various
embodiments of such gaming systems. FIG. 2, for example, shows a
video screen for a five-reel slot game, in which a winning
combination has been reached. Although there are fifteen reel
pictures visible on the screen, the gamer's attention should be
drawn to the "V"-shaped pattern formed by the "Bar" symbols that
form the winning combination. This is achieved in one embodiment of
the present invention by using audio cues, such as by using pitch,
instrument, rhythm, volume, echo, phase, or location-specific
sounds to direct the player's attention to specific regions of the
screen.
[0015] In this example, a sequence of five tones is played back
such that each tone in the series represents one of the five reels,
from left to right. High tones represent the top reel picture,
middle tones represent the middle reel picture, and low tones
represent the bottom reel picture. Therefore, a sequence of high,
middle, low, middle, high would be played back to audibly draw the
player's attention to the winning pattern visually presented on the
video display. Phase can also be altered to create sound that
appears to be local to each of the reels, and such sounds are
combined with panning in further embodiments to provide greater
horizontal position indication.
[0016] Further embodiments of a reel slot machine game such as that
of FIG. 2 will use sounds in other ways to indicate additional game
elements, such as assigning a pitch, instrument, rhythm, phase, or
other unique sound parameter to each of the five reels. As each
reel starts and stops, its corresponding unique spin sound starts
and stops. The gamer can therefore identify the various sounds with
each of the five associated reels, and can tell by sound as well as
through vision when the various reels are starting, spinning, and
stopping.
[0017] Panning and other such effects are also used to direct the
player's attention to other game elements, such as when the credits
are changed at 107 or an animation is presented at 108 of FIG. 1.
These sounds are also applied to other game elements in various
embodiments, including indicating player-selected buttons, various
tallies or totals, bonus indicators and animations, and the like.
In addition, panning is combined in some embodiments with the
various other audio elements to provide enhanced spatial cues to
direct the gamer's attention to specific visual elements. For
example, in some games where multiple instances of the same element
are present, such as in some bonus rounds, a sound associated with
each unique element will not be enough to distinguish each of the
identical elements. In such cases, a sound representing the element
is combined with panning, phase delay, echo, or other such
effects.
[0018] FIG. 3 shows an example of such a display, consistent with
an example embodiment of the present invention. Considering that
the four cherries shown are the relevant elements to which the
gamer's attention is to be directed, panning and echo are employed
along with a cherry element-specific sound to direct the gamer's
attention to each of the cherries presented in a three-dimensional
space. First, a cherry-associated sound is played panned left and
with echo, indicating the left position and relative distance of
cherry 301. Next, a left-center panned cherry sound is played with
no echo, drawing the player's attention to Cherry 302. Similarly, a
cherry sound panned right-center is played next with moderate echo
representing cherry 303, and finally an echoed cherry sound is
played panned right to draw the gamer's attention to cherry 304.
Various other embodiments use reverberation, equalization, and
other such effects to provide audible cues to the position of an
object in three-dimensional or other multi-dimensional space.
[0019] As a further example of multi-dimensional space, consider
the cherries of FIG. 3 as moving objects. In addition to the
audible position cues mentioned previously, the velocity of each
cherry is further represented by pitch. The previous effects are
further revised as the cherries move, so that the audio cues
provided remain consistent with each cherries' position.
[0020] The examples shown here have illustrated various embodiments
of the invention in which spatial audio cues are presented in a
computerized gaming machine to direct the player's attention to
various elements of the game presented on a video screen. These
cues will help draw a game player's attention to specific game
elements, even in relatively complex games involving significant
numbers of changing elements, sounds, and player actions. More
complex embodiments of the invention will employ multiple elements,
including pitch, instrument, rhythm, volume, echo, phase, and
location-specific sounds, alone or in combination with panning, to
provide greater spatial cuing for the benefit of the gamer.
[0021] Although specific embodiments have been illustrated and
described herein, it will be appreciated by those of ordinary skill
in the art that any arrangement which is calculated to achieve the
same purpose may be substituted for the specific embodiments shown.
This application is intended to cover any adaptations or variations
of the invention. It is intended that this invention be limited
only by the claims, and the full scope of equivalents thereof.
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