U.S. patent application number 11/208149 was filed with the patent office on 2005-12-15 for selectable audio preferences for a gaming machine.
This patent application is currently assigned to WMS Gaming Inc.. Invention is credited to Bonney, James P., Pryzby, Eric M..
Application Number | 20050277469 11/208149 |
Document ID | / |
Family ID | 32594851 |
Filed Date | 2005-12-15 |
United States Patent
Application |
20050277469 |
Kind Code |
A1 |
Pryzby, Eric M. ; et
al. |
December 15, 2005 |
Selectable audio preferences for a gaming machine
Abstract
A gaming machine, which provides a wagering game in response to
a wager, includes a user input device, a sound processing system,
and an audio-emitting system. The user input device allows for
individually adjusting at least one of a sound tone preference and
an audio track preference, each of the sound tone preference and
the audio track preference being adjusted such that other sound
tone preferences and other audio track preferences are not
individually affected. The sound processing system accepts input
from the user input device and processes audio data in accordance
with at least one of the sound tone preference and the audio track
preference. The audio-emitting system is coupled to the sound
processing system and produces sound in accordance with at least
one of the sound tone preference and the audio track
preference.
Inventors: |
Pryzby, Eric M.; (Skokie,
IL) ; Bonney, James P.; (Chicago, IL) |
Correspondence
Address: |
JENKENS & GILCHRIST, P.C.
225 WEST WASHINGTON
SUITE 2600
CHICAGO
IL
60606
US
|
Assignee: |
WMS Gaming Inc.
|
Family ID: |
32594851 |
Appl. No.: |
11/208149 |
Filed: |
August 19, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
11208149 |
Aug 19, 2005 |
|
|
|
10342809 |
Jan 16, 2003 |
|
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Current U.S.
Class: |
463/35 ;
463/20 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/323 20130101; G07F 17/3262 20130101 |
Class at
Publication: |
463/035 ;
463/020 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A gaming machine providing a wagering game in response to a
wager, comprising: a user input device allowing for individually
adjusting at least one of a sound tone preference and an audio
track preference, each of said sound tone preference and said audio
track preference being adjusted such that other sound tone
preferences and other audio track preferences are not individually
affected; a sound processing system accepting input from said user
input device and processing audio data in accordance with at least
one of said sound tone preference and said audio track preference;
and an audio-emitting system coupled to said sound processing
system and producing sound in accordance with at least one of said
sound tone preference and said audio track preference.
2. The gaming machine of claim 1, wherein said sound tone
preference is selected from a group consisting of a bass
preference, a treble preference, a loudness preference, a low range
frequency preference, a mid range frequency preference, a high
range frequency preference, an articulation preference, and a chair
tactile response preference.
3. The gaming machine of claim 1, wherein said audio track
preference is selected from a group consisting of a music track, a
sound effects track, an interactive dialogue track, and a reel
stops track.
4. The gaming machine of claim 1, wherein each one of said sound
tone preference and said audio track preference includes a
plurality of settings, said plurality of settings being selected
from a group consisting of a high setting, a medium setting, a low
setting, an adjustable setting, an off setting, and a default
setting.
5. The gaming machine of claim 1, wherein at least one of said
sound tone preference and said audio track preference is
individually adjusted by a player.
6. The gaming machine of claim 1, wherein at least one of said
sound tone preference and said audio track preference is
individually adjusted via an automated control feature.
7. The gaming machine of claim 6, wherein said automated control
feature is based at least in part on one or more selectable
options, said selectable options including at least one of a time
of day option, a surrounding ambient levels option, a repetition of
individual player option, and a repetition of a plurality of
players option.
8. The gaming machine of claim 7, wherein said time of day option
includes a morning setting, a noon setting, and an evening
setting.
9. The gaming machine of claim 7, wherein said surrounding ambient
levels option includes a high setting, a medium setting, and a low
setting.
10. The gaming machine of claim 7, wherein said repetition of
individual player option includes a previous player settings
setting and a most-used setting during previous week setting.
11. The gaming machine of claim 7, wherein said repetition of a
plurality of players option includes a most-used settings for last
ten players setting and a most-used settings for all players during
previous week setting.
12. 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 selected from
a sound tone preference and an audio track preference; receiving
selections from a player; and outputting audio in accordance with
said selections of said at least one sound preference.
13. The method of claim 12, wherein said receiving further
comprises receiving selections from said sound tone preference from
a group consisting of a bass preference, a treble preference, a
loudness preference, a low range frequency preference, a mid range
frequency preference, a high range frequency preference, an
articulation preference, and a chair tactile response
preference.
14. The method of claim 12, wherein said receiving further
comprises receiving selections from said audio track preference
from a group consisting of a music track, a sound effects track, an
interactive dialogue track, and a reel stops track.
15. The method of claim 12, wherein said receiving further
comprises receiving selections from a setting for each of said
sound tone preference and said audio track preference from a group
consisting of a high setting, a medium setting, a low setting, an
adjustable setting, an off setting, and a default setting.
16. The method of claim 12, wherein said receiving further
comprises receiving an automated control selection for at least one
of said sound tone preference and said audio track preference.
17. The method of claim 16, wherein said automated control
selection is based at least on one option of a group consisting of
a time of day option, a surrounding ambient levels option, a
repetition of individual player option, and a repetition of a
plurality of players option.
18. The method of claim 17, wherein said time of day option
includes a morning setting, a noon setting, and an evening setting,
said surrounding ambient levels option includes a high setting, a
medium setting, and a low setting, said repetition of individual
player option includes a previous player settings setting and a
most-used setting during previous week setting, and said repetition
of a plurality of players option includes a most-used settings for
last ten players setting and a most-used settings for all players
during previous week setting.
19. A computer readable storage medium or media encoded with
instructions for directing said gaming terminal to perform the
method of claim 12.
20. An electronic gaming method providing a wagering game
comprising: playing at least one electronic game on a gaming
machine in response to a wager; executing instructions of a central
processing unit of said gaming machine; storing audio data on a
memory coupled to said central processing unit; receiving
selections of at least one of a sound tone preference and an audio
track preference via a user input device, said selections being
done such that unselected sound preferences are not individually
affected; providing said audio data in a first audio signal to a
sound processing system; and modifying said audio data in
accordance with said sound preference to produce a second audio
signal.
Description
RELATED APPLICATIONS
[0001] This application is a continuation-in-part of U.S. patent
application Ser. No. 10/342,809, entitled "Selectable Audio
Preferences For A Gaming Machine," filed Jan. 16, 2003, which is
assigned to the assignee of the present application and which is
incorporated herein by reference in its entirety.
COPYRIGHT
[0002] A portion of the disclosure of this patent document contains
material which is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent disclosure, as it appears in the Patent and Trademark
Office patent files or records, but otherwise reserves all
copyright rights whatsoever.
FIELD OF THE INVENTION
[0003] 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
[0004] 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.
[0005] 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.
[0006] 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
[0007] According to one aspect of the present invention, a gaming
machine, which provides a wagering game in response to a wager,
includes a user input device, a sound processing system, and an
audio-emitting system. The user input device allows for
individually adjusting at least one of a sound tone preference and
an audio track preference, each of the sound tone preference and
the audio track preference being adjusted such that other sound
tone preferences and other audio track preferences are not
individually affected. The sound processing system accepts input
from the user input device and processes audio data in accordance
with at least one of the sound tone preference and the audio track
preference. The audio-emitting system is coupled to the sound
processing system and produces sound in accordance with at least
one of the sound tone preference and the audio track
preference.
[0008] According to another aspect of the invention, a method for
operating a gaming terminal in response to a wager includes
conducting a wagering game via a gaming terminal. The method
further includes providing selectable choices having at least one
sound preference, which is selected from a sound tone preference
and an audio track preference. Selections are received from a
player, and audio is outputted in accordance with the selected
sound preference.
[0009] According to yet another aspect of the invention, a computer
readable storage medium is encoded with instructions for directing
a gaming device to perform the above method.
[0010] According to yet another aspect of the invention, an
electronic gaming method provides a wagering game and includes
playing at least one electronic game on a gaming machine in
response to a wager. Instructions of a central processing unit of
the gaming machine are executed, and audio data is stored on a
memory coupled to the central processing unit. Selections of at
least one of a sound tone preference and an audio track preference
are received via a user input device, wherein the selections are
being done such that unselected sound preferences are not
individually affected. The audio data is provided to a sound
processing system in a first audio signal. The audio data is
modified in accordance with the sound preference to produce a
second audio signal.
[0011] Additional aspects of the invention will be apparent to
those of ordinary skill in the art in view of the detailed
description of various embodiments, which is made with reference to
the drawings, a brief description of which is provided below.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 is a perspective drawing of a wagering gaming
system.
[0013] FIG. 2 is a block diagram of a control system for operating
the gaming system of FIG. 1.
[0014] FIG. 3 is a front view of a touch panel display showing
buttons for selecting gaming options for the gaming system of FIG.
1.
[0015] FIG. 4 is a block diagram showing sound preferences for the
gaming system of FIG. 1.
[0016] FIG. 5 is a front view of a touch panel display showing
buttons for selecting the sound preferences of FIG. 4.
[0017] FIG. 6 is a block diagram showing sound preferences for the
gaming system of FIG. 1, according to an alternative embodiment of
the present invention.
[0018] FIG. 7 is a block diagram showing sound preferences for the
gaming system of FIG. 1, according to another alternative
embodiment of the present invention.
[0019] FIG. 8 is a front view of a touch panel display showing
buttons for selecting the sound preferences of FIGS. 6 and 7.
[0020] 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.
DETAILED DESCRIPTION
[0021] While this invention is susceptible of embodiment in many
different forms, there is shown in the drawings and will herein be
described in detail preferred embodiments of the invention 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 broad aspect of the invention to the
embodiments illustrated.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] Examples of digital and analog surround sound formats are
discussed below.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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 electromechanical 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.
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] 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..
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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 10,
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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] In alternative embodiments, as described below in reference
to FIGS. 6-8, sound preferences settings can include at least one
of a multi-mix of audio tracks setting, a master audio adjust of
sound tone setting, and an automated control setting. The multi-mix
setting provides for adjusting individual sound tracks outputted
while playing a wagering game, e.g., adjusting a dialogue sound
track without affecting a sound effects track. The master audio
adjust setting provides for adjusting the sound tone, e.g., the
multi-mix setting is a sound equalizer. The automated control
setting provides for automatic control of sound preferences based
on one or more of a plurality of conditions, e.g., automatically
controlling sound preferences based on the level of ambient
noise.
[0058] Referring to FIG. 6, a sound preferences setting 200 on the
gaming machine 10 includes a multi-mix selection of audio tracks
setting 202 and a master audio adjust of sound tone setting 204,
each of which including a plurality of settings that are described
in more detail below. Each one of the multi-mix selection 202 and
the master audio adjust setting 204 provides an option for a
player, or other entity (e.g., operator or manufacturer), to adjust
the level of certain aspects of the audio output independently of
other aspects of the audio output so that the entire audio output
responded accordingly.
[0059] The multi-mix selection 202 provides an option for adjusting
the volume level of an audio track, while the master audio adjust
setting 204 provides an option for adjusting the volume level of a
sound tone. For example, using the multi-mix selection 202, the
player can adjust a music track without affecting a sound effects
track. Similarly, using the audio adjust setting 204, the player
can adjust a bass frequency without affecting a treble frequency.
The multi-mix selection 202 includes, for example, a music track
selection 206, a sound effects track selection 208, an interactive
dialogue track selection 210, and a reel stops track selection 212
(e.g., the reel stops track uses sound effects for indicating to
the player that the reels of a slots gaming machine have stopped
spinning).
[0060] The master audio adjust 204 includes, for example, a low
range frequency selection 214, a mid range frequency selection 216,
a high range frequency selection 218, a bass selection 220, a
loudness selection 222, an articulation selection 224, and a chair
tactile response selection 226. Each selection of the multi-mix
selection 202 and the master audio adjust 204 can have a plurality
of settings, including a high setting 228, a medium setting 230, a
low setting 232, an adjustable setting 234, an off setting 236, and
a default setting 238.
[0061] The multi-mix selection 202 provides an option to organize
and identify all audio elements into categories, such as music,
dialogue, custom themed-sound effects, generic game sound effects,
etc. The audio elements are, then, adjustable using an easy
interface for adjusting the sound level of each category. An
example of an interface is described below in reference to FIG. 8.
The player can select from a variety of mixes, and/or can create
his or her own mix. For example, a player that finds a narrator's
voice or a certain repetitive sound effect annoying can decrease or
eliminate the annoying sound. Thus, the multi-mix selection 202
allows the player to customize the audio output for a personalized
gaming experience, without changing the master volume setting.
[0062] The multi-mix selection 202 can include a software and/or
hardware volume control fader, which can control individual tracks
of audio. Alternatively, the multi-mix selection 202 includes
software control of certain code-labeled playlist identifications,
file name protocol, or imbedded signals in the actual audio file.
The volume can be adjusted according to the code label-type. In
another alternative embodiment, depending on what style of mix is
requested, the multi-mix selection 202 includes a program having a
plurality of set playlists, playlist identification, audio files,
and playback commands.
[0063] In one example, the player selects to play a particular
wagering game (e.g., a Top Gun.RTM. slots game). Within a few spins
of the reels, the player decides that he or she does not like the
music in the game. Thus, the player wishes to lower the volume
level of the music or to turn off the music completely. However,
the player wishes to maintain the volume level for every other
sound aspect at the current level. For example, the player wishes
to maintain the current volume level for the game dialogue, the
game sound effects, and the reel stops effects. To obtain the
desired sound ambience, the player enables the multi-mix selection
202 and reduces the level of the music selection 206 from a high
setting 228 to a low setting 232. Thus, the player is able to
achieve a unique gaming experience in a fast, easy-to-use, and
intuitive manner. Optionally, the gameplay is paused during the
selection of the preferred settings of the multi-mix selection
202.
[0064] The master audio adjust 204, similar to the multi-mix
selection 202, allows a player to customize the audio output of a
game. Similar to the multi-mix selection 202, which allows the
adjustment of an audio element without affecting other audio
elements, and unlike a master volume control, which only allows the
adjustment of the overall audio output, the master audio adjust 204
allows the adjustment of an audio element of the overall audio
output without affecting the overall level of the audio output.
[0065] Each player is unique and, accordingly, has his or her own
opinion about the kind of audio experience that he or she prefers.
For example, one player might like to hear more of a "thump" of the
bass while another player might like to hear less of the "thump" of
the bass. In another example, a player may have severe hearing loss
in the upper-mid frequencies, especially where diction is most
defined, and, therefore, would like to adjust the game to emphasize
the diction in the game dialogue.
[0066] Similarly, a player may enjoy the tactile response of a
surround sound experience, while another player may want to disable
the tactile response.
[0067] In another example, the player selects to play the Top
Gun.RTM. slots game mentioned above. Within a few spins of the
reels, the player decides that he or she is dissatisfied with the
level of the bass frequencies in the audio output, e.g., the bass
is too loud. Thus, the player wishes to adjust the level of the
bass, without affecting the overall level of the audio output. To
obtain the desired audio output, the player enables the master
audio adjust 204 to select the most appropriate audio experience
according to personal taste. Thus, similar to the multi-mix
selection 202, the player is able to achieve a unique gaming
experience in a fast, easy-to-use, and intuitive manner.
Optionally, the gameplay is paused during the selection of the
preferred settings of the master audio adjust 204.
[0068] The player has the option to select individual elements of
the audio output, such as selecting the bass selection 220, the
loudness selection 222, and the articulation selection 224. For
example, the articulation selection 224 allows the player to adjust
the intelligibility of speech. Optionally, the player can select
from various preset configurations.
[0069] The master audio adjust 204 can include software and/or
hardware for digital signal processing. Alternatively, the master
audio adjust 204 can include software and/or hardware for analog
signal processing. The software and/or hardware can adjust one or
more of a master audio output, a plurality of audio tracks, a
plurality of audio files, and a plurality of playlist
identifications. Similarly to the multi-mix selection 202, the
master audio adjust 204 can include software control of certain
code-labeled playlist identifications, file name protocol, or
imbedded signals in the actual audio file. For example, the master
audio adjust 204 can be adjusted according to the code label-type,
and/or can a program having different set playlists, playlist
identification, audio files, and playback commands.
[0070] Referring to FIG. 7, an automated control option 300 is used
for controlling the sound tone and/or the audio tracks. The
automated control 300 includes a time of day option 302, a
surrounding ambient levels option 304, a "repetition of individual
player" option 306, and a "repetition of a plurality of players"
option 308.
[0071] The time of day option 302 includes, for example, pre-set
settings associated with a morning feature 310, a noon feature 312,
and an evening feature 314. When the time of day option 302 is
selected, by a player or an operator, the sound preferences adjust
automatically based on the time of day. For a specific time of day,
such as the morning hours, the sound preferences can use settings
preset at the factory or settings preset by a player or an
operator. Thus, a gaming machine can have different multi-mix
selection and master audio adjust settings for three different
times of the day and select the appropriate setting based on real
time.
[0072] The surrounding ambient levels option 304 allows for the
sound preferences to automatically adjust based, for example, on
high levels 316, medium levels 318, and low levels 320. Depending
on the magnitude of the surrounding ambient levels of sound, the
audio output is adjusted accordingly. For example, a gaming machine
will automatically increase the loudness level of the audio output
if the surrounding ambient level is high. Similarly, the gaming
machine will increase the level of dialogue output if surrounding
gaming machines are too loud. In this example, the gaming machine
will categorize the surrounding ambient sound into three
categories, e.g., high, medium, and low. In other examples, the
surrounding ambient sound can be categorized in any number of
categories.
[0073] The "repetition of individual player" option 306 includes a
"previous player settings" setting 322 and a "most-used settings
during previous week" setting 324. For example, if the "previous
player settings" setting 322 has been selected, the gaming machine
will automatically select for the current gaming session the audio
settings used by the previous player of the gaming machine 10.
Alternatively, the "previous player settings" setting 322 can
retrieve the current player's previous settings. Thus, the player
does not have to reconfigure the audio output each time he or she
begins a new gaming session. If the "most-used during previous
week" setting 324 is selected, the audio output is selected based
on the most popular audio setting that the current player has used
during the previous seven days.
[0074] The "most-used settings during previous week" setting 324
can be selected by the player, operator, and/or the gaming machine
10. For example, the player can select the "most-used settings
during previous week" setting 324 if the player wants to use the
most popular choices used during the previous seven days.
Alternatively, the gaming machine can randomly or automatically
select the most popular choices that were used during the previous
seven days.
[0075] The "repetition of a plurality of players" option 308
includes a "most-used settings for last 10 players" setting 326 and
a "most-used settings for all players during previous week" setting
328. As the setting names imply, the audio output can be
automatically controlled to use the most-used audio settings for a
predetermined number of players or for a predetermined time period.
Similar to the "most-used settings during previous week" setting
324, the "most-used settings for last 10 players" setting 326 can
be selected by the player, operator, and/or the gaming machine
10.
[0076] Referring to FIG. 8, a game screen includes a plurality of
buttons for allowing a player to customize the audio output of the
gaming machine 10. The video display 12 includes a sound
preferences button 400, which enables the player to select one of a
multi-mix selection of audio tracks button 402, a master audio
adjust of sound tone button 404, and an automated control 406. The
sound preferences button 400 is an exemplary embodiment of the
sound preferences setting 76 described above in reference to FIG. 4
and the sound preference 200 described above in reference to FIG.
6. Further, the sound preferences button 400 is similar to the
sound preferences buttons 68, 127 described above in reference to
FIGS. 3 and 5. As such, FIG. 8 is one possible implementation of
the schematic flow charts of FIGS. 6 and 7.
[0077] When the player selects the sound preferences button 400, an
informational pop-up window is located above the multi-mix
selection button 402 and the master audio adjust button 404 with an
instruction that the player can customize the sound preferences by
selecting one of the two buttons located below the pop-up window:
"For Customized Preferences Select One Of The Two Buttons Below."
Similarly, another information pop-up window is located above the
automated control button 406 with an instruction that the player
can automate the sound preferences by selecting the button located
below the pop-up window: "For Automated Preferences Select The
Button Below."
[0078] When the player selects the multi-mix selection button 402,
a choice of a music button 408, a sound effects button 410, an
interactive dialogue button 412, and a reel stops button 414 is
provided. Selecting the master audio adjust button 404 provided the
player with a choice of a low range frequency button 416, a mid
range frequency button 418, a high range frequency button 420, a
bass button 422, a loudness button 424, an articulation button 426,
and a chair tactile response button 428, all of which are discussed
in reference to FIG. 6.
[0079] For each selected choice of the multi-mix selection 402 and
the master audio adjust 404, the player can adjust the audio level
using a plurality of buttons, which include a high button 430, a
medium button 432, a low button 434, an adjustable button 436, an
off button 438, and a default button 440.
[0080] If the automated control button 406 is selected, the player
is further provided with four additional options: a time of day
button 442, a surrounding ambient levels button 444, a "repetition
of individual player" button 446, and a "repetition of a plurality
of players" button 448. For each additional option, the player is
provided with a plurality of settings, which are discussed in
reference to FIG. 7.
[0081] Selecting the "repetition of individual player" button 446
provides the player with a "previous player settings" button 450
and a "most-used settings during previous week" button 452. Thus,
when the "repetition of individual player" button 446 is actuated,
the "previous player settings" button 450 and the "most-used
settings during previous week" button 452 become active. The
player, then, selects one of the "previous player settings" button
450 and the "most-used settings during previous week" button 452.
If, for example, the "previous player settings" button 450 is
selected, the sound preferences revert automatically to the
identical sound preferences used by the immediate previous
player.
[0082] Selecting the "repetition of a plurality of players" button
448 provides the player with a "most-used settings for last 10
players" button 454 and a "most-used settings for all players
during previous week" button 456. Thus, when the "repetition of a
plurality of players" button 448 is actuated, the "most-used
settings for last 10 players" button 454 and the "most-used
settings for all players during previous week" button 456 become
active. The player, then, selects one of the "most-used settings
for last 10 players" button 454 and the "most-used settings for all
players during previous week" button 456. If, for example, the
"most-used settings for last 10 players" button 456 is selected,
the sound preferences revert automatically to the most popular
sound preferences used by the last 10 players.
[0083] It should be understood that although many of the above
settings are described as being operated by a player, each of the
various settings may alternatively or additionally be operated by a
casino operator (or manufacturer) depending upon whether the
operator would like to give control over the settings to the
player. Some settings may be operable by only the operator, other
settings may be operable by only the player, and yet other settings
may be operable by both the operator and the player.
[0084] 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.
* * * * *