Sound Filtering System for Gaming Environments
Methods and systems for providing improved audio environments in relation with gaming systems are described. According to one embodiment, a gaming system comprises a gaming device comprising sound producing components and a sound processing system for transmitting sounds to a player based on sounds produced by the components. The sound processing system comprises a microphone; filtering means filtering the audio signal resulting from the sound capture; and outputting means outputting an audio environment based on the filtered signal. Therefore, the system provides, in real time or with a non-perceivable delay, an improved audio environment reflecting an outcome generation process. In another embodiment, a method is described comprising the steps of capturing outcome generating sounds in a signal, filtering it, and outputting an audio environment accordingly, wherein the method is performed in real time or with an non-perceivable delay. A particular embodiment is an automatic roulette device performing the present method.
This application claims priority under 35 USC§119(e) of U.S. Provisional Patent Application Ser. No. 60/659,443, filed on Mar. 9, 2005 and entitled “Sound Transmission System Designed for Gaming Devices Using Moving Objects”, the specification of which is hereby incorporated by reference.
FIELD OF THE INVENTIONThe invention relates to methods and systems for improving the experience of a player in relation with a gaming system, therefore the invention relates to improving a gaming environment.
STATEMENT OF THE TECHNICAL PROBLEMA technical problem to be solved by the invention is to provide players with an interesting environment during the use of a gaming system through which the excitement the player may experience will be enhanced.
Another technical problem is to provide such an environment that reflects as much as possible the true process occurring in the gaming environment.
SOLUTION TO THE STATED PROBLEMAccordingly, the solution provided by one embodiment of the present invention is an improvement in methods and systems used to provide an audio environment to the players using such gaming systems.
In an embodiment of the present invention, a gaming system wherein a mechanical device generates a sound transmissible to a player is provided. The gaming system comprises a gaming device comprising a physical component producing a transmissible sound during an outcome generation process; and a sound processing system. The sound processing system comprises a microphone for capturing the transmissible sounds generated by the gaming device and generating in response an electrical audio signal; filtering means for filtering the audio signal from parasite frequencies therefore producing a filtered audio signal; and outputting means for transforming the filtered audio signal in an audio environment provided to the player.
A particular embodiment of the above gaming system is an automated roulette system wherein the transmissible sounds produced by the roulette ball is amplified and transmitted to players while filtering parasite frequencies generated by speaker feedback, the roulette mechanism and other sources of parasite frequencies, thereby decreasing the intensity of the portion of the signal corresponding to there parasite frequencies.
In another embodiment, a method of providing an audio environment is described. The method comprises capturing transmissible sounds produced by components of a gaming device during the generation of an outcome; transforming the captured transmissible sounds into an electrical audio signal; filtering the audio signal by decreasing the intensity of identified parasite frequencies, therefore producing a filtered audio signal; and outputting an audio environment based on the filtered audio signal. This method is performed in real time, wherein the outputted audio environment is provided concurrently to the capture of the transmissible sounds, or with a non-perceivable delay between the capture of transmissible sounds and the output of audible sounds corresponding to the captured transmissible sounds.
Further features and advantages of the present invention will become apparent from the following detailed description, taken in combination with the appended drawings, in which:
It will be noted that throughout the appended drawings, like features are identified by like reference numerals.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTIONIn an embodiment, illustrated on
As illustrated on
To generate a roulette outcome, the section of the roulette wheel 45 that bears slots 90 is driven in one rotational direction, namely clockwise, while the ball 92 is propelled onto the roulette wheel 45 through an ejection conduit 102 disposed on periphery of the roulette structure edge 100 over the normal course of the ball 92 counter clockwise. Thus, as the ball 92 starts its course on the roulette wheel 45, the ball 92 first follows the edge 100, decelerates, may bump onto one or more canoes 94, and ultimately lands in one slot 90.
Securely disposed in the assembly base 25, an airflow motor (not shown) propels the ball 92 into a conduit (not shown) leading the ball 92 into the ejection conduit 102 when needed, a roulette motor (not shown) drives the rotation of the rotating section of the roulette wheel 45, and a gaming controller 120 (schematically shown on
As illustrated on
As illustrated in
The gaming controller 120 further provides the amplifying means 330 with non-captured audio signals (audio signal relative to music based on musical files stored in the memory 130 of the system and not illustrated on this figure). The gaming controller 120 is adapted to control which of the captured audio signals, the non-captured audio signals, or a combination of both should be transmitted to the speakers.
The gaming controller 120 is further adapted to individually control the power of the audio signals to each of the pairs of sets of speakers 210 to 220 (see
To provide the audio environment, the steps performed by the components of the system are illustrated through the flow chart of
In the present environment, parasite frequencies are provided by different sources. One source of parasite frequencies is the different motors and components that are necessary for the outcome generation process but are not desired to be outputted in the gaming environment. Another one is the feedback generated by the interaction between the microphone and the speakers. Another source is the different sources of sound present in the gaming environment being filtered by the dome when traversing it. However, the dome, when in close position, forms a close environment wherein the sound may be reflected multiple times on the surfaces of the roulette wheel in wood and in metal before being attenuated to a desired degree. Since the roulette wheel and dome composing materials are low-absorbing ones, they efficiently reflect sounds and color the sounds that are desired to improve the experience of players. This environment, through its security and processing limitations, creates a imperfect sound environment that needs to be filtered.
Since, in this case, no frequency is identified as a parasite frequency during a portion of the outcome generation process and a desired frequency during another portion of the outcome generation process, the same filtering process may be used throughout the whole outcome generation process. If one frequency is desired during a first period and need to be avoided during another period, a process is used to identify a filtering switching time when the audio signal is directed from a first filtering configuration to a second filtering configuration. Many solutions exit to initiate such a switch action, including determination based on image capture, physical detection of the occurrence of an event, or detection of a sound signal frequency typical to the switching time therefore initiating said switch action. In the latter case, a slight delay (about 0.010 to 0.050 second) may be applied between the received signal and the outputted signal.
An alternative and more expensive embodiment consists in having circuitry and processing means permitting to continuously transform the captured sounds into a numeric signal. Afterwards, as the microphone captures the sounds, the signal is numerically processed to filter the identified parasite frequencies. The filtered numeric signal is then transformed back into an analogical signal which is amplified and provided to the player as sounds. Thus, this transformation from an analogical into a numerical signal permits to complete the same object, with advantages and disadvantages regarding the final object. For example, if the same circuitry has to be installed in different embodiments, the numeric circuitry processing the signal may be more practical due to the possibility of changing the filtering configuration without changing the physical circuitry.
Other physical embodiments are possible according to similar sound capturing, filtering and outputting systems. For example, a crap gaming table wherein the sound of the dice rolling on the mat is desired to be amplified to provide an enhanced gaming experience is such a possible embodiment. In this example, the number of microphones may be limited to one or may be more depending on sound losses and interferences. In this embodiment, the outputting means may comprise a plurality of regular speakers and loudspeakers disposed close to the floor, and some speakers disposed close to the gaming mat.
In another embodiment, a gaming machine comprises a physical bonus feature indicator such as in a pachinko game. When the pachinko game is initiated, the sound system is activated to provide an enhanced experience to the player wherein he may experience through an additional sense (the hearing) the course change of the ball in the game (knocking sound when hitting a pick).
In another embodiment, a plurality of gaming machines is disposed as a bank with a shared feature: a train travelling on a platform disposed in the center of the island levelled to the top of the gaming machines. The present sound system is in communication with the gaming machines for the gaming machines to output train sound increasing as the train gets closer to the gaming machine and decreasing as the train goes away of the gaming machine, the train sound being captured from the actual train, filtered, and outputted in real time.
It is intended, while block diagram illustrates system components communicating with each other, that those skilled in the art will recognize that the invention may be embodied through a combination of hardware and software components. These components are illustrates as such in the appended block diagrams solely to teach their functionalities and relationship. Thus, programmable computers, computer applications or operating systems may be suitable to perform functions illustrated by one or more illustrated components without departing from the scope of the invention.
Furthermore, in case of some functional components being possible to be embodied as functional methods, these methods may be embodied in a machine or a system, carried out as a computer readable medium, a processing-readable memory, or communicated as an electrical or electro-mechanic signal.
Thereupon, the intent of the above document is to efficiently teach the invention through exemplary embodiments, while solely the appended claims are intended to define the scope of the invention.
Claims
1. A gaming system having a mechanical device capable of generating sounds transmissible to a player to provide said player with an audio environment, the gaming system comprising:
- a gaming device comprising at least one physical component producing said transmissible sounds during an outcome generation process; and
- a sound processing system comprising: a microphone for capturing said transmissible sounds produced by the gaming device during said outcome generation process and transforming said transmissible sound into an electrical audio signal; filtering means for filtering said electrical audio signal to decrease the intensity of identified parasite frequencies therefore producing a filtered audio signal; and outputting means for transforming said filtered audio signal into player audible sounds taking part in said audio environment.
2. The gaming system of claim 1, wherein the sound processing system is capable of processing said sounds in real time or with a non-perceivable delay between the capture of the transmissible sound and the output of the player audible sound.
3. The gaming system of claim 1, wherein the sound processing system is further for processing said transmissible sound through analog processing of the electrical audio signal.
4. The gaming system of claim 1, further comprising processing means for transforming said electrical audio signal into a numerical audio signal, the filtering means being capable of filtering said audio signal by numerically processing said numerical audio signal.
5. The gaming system of claim 1, further comprising memory for storing a sound file, wherein the outputting means is adapted to additionally output audio sound in the audio environment based on said sound file.
6. The gaming system of claim 1, further comprising a controller controlling the power of the filtered audio signal transmitted to the outputting means.
7. The gaming system of claim 6, wherein the controller is further for activating or deactivating the outputting means according to the current state of the outcome generation process.
8. The gaming system of claim 7, wherein the controller is further for controlling when the outputting means processes said transmissible signal according to identification of origin of said transmissible signal.
9. The gaming system of claim 6, wherein the outputting means comprises a plurality of individually controllable sub-outputting means, wherein the controller is for controlling the power of the signal outputted by the sub-outputting means in a cyclic manner to simulate a movement in the gaming environment.
10. The gaming device of claim 9, further comprising detecting means for detecting position of the physical component, with the controller being capable of controlling the power of the audible sounds outputted by the sub-outputting means according to position signals provided by the detecting means.
11. The gaming system of claim 1, further comprising a structure disposed above the player and in which the outputting means are located.
12. The gaming system of claim 1, wherein the gaming device is an automated roulette comprising at least one player terminal on which the player participates in a roulette game.
13. The gaming system of claim 1, wherein the filtering means is embedded on an electronic board.
14. The gaming system of claim 1, wherein the physical component comprises one of a ball, a die, or a first object hitting a second object.
15. The gaming system of claim 1, further comprising detecting means for detecting a particular state in the outcome generation process, and switching means for switching the filtering means from a first filtering configuration to a second filtering configuration.
16. A method of producing audible sounds to take part in an audio environment in relation with a gaming device generating outcomes, the method comprising:
- capturing transmissible sounds generated by the gaming device during the generation of one said outcome;
- transforming the captured transmissible sounds into an electrical audio signal;
- filtering said electrical audio signal to decrease intensity of identified parasite frequencies from said electrical audio signal therefore producing a filtered audio signal; and
- outputting filtered audible audio sounds based on the filtered audio signal,
- wherein the method is performed in real time or with a non-perceivable delay between the capture of the transmissible sounds and the output of the audible sounds.
17. The method of claim 16, further comprising:
- transforming the electrical audio signal into a numerical audio signal, wherein said step of filtering said electrical audio signal comprises numerically processing of said numerical audio signal.
18. The method of claim 16, further comprising controlling power of outputted audible sounds for a plurality of individually controllable sub-outputting means.
19. The method of claim 18, further comprising detecting states experienced by the gaming device during the sound capturing process, and controlling power of the outputted audible sounds for a plurality of individually controllable sub-outputting means to reflect the detected states.
20. The method of claim 18, further comprising detecting whether or not the gaining device is generating an outcome, and setting the power of at least one of the electrical audio signal, the filtered audio signal and the outputted audible sounds in accordance with said detection.
21. The method of claim 18, further comprising analysing data representing movement of a gaming device component in the gaming device; and individually setting the power, for each of the individually controllable sub-outputting means, of one of a) the filtered audio signal and b) the outputted audible sounds based on the said data analysis.
22. The method of claim 16, further comprising detecting a state being reached in said gaming device, and modifying a filtering configuration upon detection of said state being reached.
23. The method of claim 16, wherein said step of outputting further comprises outputting audible sounds depending on processing of an audio signal generated based on a memory-stored audio file.
24. The method of claim 23, further comprising individually controlling the power of the audio signals depending on captured sound and memory-stored audio files, therefore controlling the audible sounds outputted by an outputting means to include one or a mix of audible sounds depending on the captured transmissible sounds and the memory-stored audio files.
Type: Application
Filed: Mar 9, 2006
Publication Date: Nov 13, 2008
Inventor: Pierre Beaupre (Saint-Eustache)
Application Number: 11/908,168