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CN101556742A - Interactive game providing instruction in musical notation and learning instruments - Google Patents

Interactive game providing instruction in musical notation and learning instruments Download PDF

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CN101556742A
CN101556742A CNA2008101703297A CN200810170329A CN101556742A CN 101556742 A CN101556742 A CN 101556742A CN A2008101703297 A CNA2008101703297 A CN A2008101703297A CN 200810170329 A CN200810170329 A CN 200810170329A CN 101556742 A CN101556742 A CN 101556742A
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keyboard
dummy keyboard
music
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display
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哈尔·C·索尔特
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    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B15/00Teaching music
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B15/00Teaching music
    • G09B15/02Boards or like means for providing an indication of notes
    • G09B15/04Boards or like means for providing an indication of notes with sound emitters
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances
    • G09B5/06Electrically-operated educational appliances with both visual and audible presentation of the material to be studied

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  • Electrophonic Musical Instruments (AREA)
  • Auxiliary Devices For Music (AREA)

Abstract

An interactive game for providing guidance in musical notation and learning musical instruments is disclosed. A musical keyboard (150) is connected to the computer (100). The computer (100) implements a graphical user interface (350) for teaching a user to play a musical instrument (150). The creation of a game object is driven using a computer readable music file, such as a MIDI file (400), which travels from a starting point along a path towards a key of a virtual keyboard (200 i). In one form, when a user presses a key of the musical keyboard (150) within a certain time window of the game object reaching the corresponding key of the virtual keyboard (200i), the user will be rewarded with an audio representation, a video representation, and/or game points. In a more organized learning mode, the game may be played with selective, progressive, more difficult challenges that the user has in the way to proficiency.

Description

在音乐符号和学习乐器中提供指导的交互式游戏 Interactive games that provide guidance in musical notation and learning an instrument

版权声明Copyright Notice

至少一部分本专利文件的公开包含属于版权保护的材料。当其出现在专利和商标局专利文件或记录中时,版权所有者不反对传真复制本专利公开中的任何之一,而否则保留所有存在版权。At least a portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction of any of this patent disclosure as it appears in the Patent and Trademark Office patent files or records, and otherwise reserves all subsisting copyrights.

CD_ROM附件的交叉引用Cross-reference for CD_ROM attachments

本申请包含一个附件,该附件包括:(1)CD-ROM,其含有用于执行在此公开的本发明的计算机程序的详细说明。在附加到本文件的纸件附录A中有对CD-ROM内容的更详细说明。通过引用CD-ROM全部内容将其合并到本公开中,就相当于这些内容已经在本申请文本中全部说明。This application contains an appendix comprising: (1) a CD-ROM containing detailed instructions for a computer program for carrying out the invention disclosed herein. A more detailed description of the contents of the CD-ROM is provided in the paper Appendix A attached to this document. By incorporating it into this disclosure by reference in its entirety on the CD-ROM, it is as if these contents had been fully set forth in the text of this application.

相关申请的交叉引用Cross References to Related Applications

本申请要求下述文件的优先权,并与其有关:由发明人Hal C.Salter在2001年10月20日申请的美国临时申请序号60/347,554,名称为“在读音乐符号时提供指导的交互游戏”(AN INTERACTIVE GAMEPROVIDING INSTRUCTION IN READING MUSICAL NOTATION)。通过引用该临时申请而在此合并其全部内容。This application claims priority from, and is related to, U.S. Provisional Application Serial No. 60/347,554, filed October 20, 2001, by inventor Hal C. Salter, entitled "Interactive Game for Guidance in Reading Musical Notations" "(AN INTERACTIVE GAME PROVIDING INSTRUCTION IN READING MUSICAL NOTATION). This provisional application is hereby incorporated by reference in its entirety.

发明领域field of invention

本发明通常涉及一种交互式游戏,更具体的,涉及一种用于将MIDI或其他标准音乐文件解释或编译为当其玩游戏时以音乐符号来指导其用户的交互式游戏。The present invention relates generally to an interactive game, and more particularly to an interactive game for interpreting or compiling MIDI or other standard music files into musical notations to guide its user as he plays the game.

背景background

MIDI技术成为用于编辑、印刷、弹奏和写作音乐的钢琴和音乐排序程序的稳定来源已经有大约20年了。一些较早、相对初始的音乐和钢琴辅导程序,以及一些游戏都是由该技术产生。例如,某些类型的计算机辅助指导,包括钢琴指导,已经在家用市场使用了若干年。MIDI technology has been a steady source of piano and musical sequencing programs for editing, printing, playing, and writing music for about 20 years. Some early, relatively nascent music and piano tutoring programs, as well as some games, were spawned by this technology. For example, certain types of computer-assisted instruction, including piano instruction, have been used in the home market for several years.

在音乐辅导领域,在很大程度上使用计算机为学生提供音乐符号的交互视图,其中学生能够按下附随的电子钢琴上的一个键,并且它会照亮该音符,或该音符被照亮,并且用一幅图画表示他将按下哪个键。其他系统具有一系列光亮或指法说明,以试图通知用户将要弹奏哪个键。这些程序和系统虽然允许学生练习和获得反馈,但通常未能充分涉及音乐初学者,尤其是在节奏方面。一些打字辅导使用这种方法获得了巨大享受,而钢琴和音乐辅导没有那么成功,那是因为此学科固有的若干重大问题。In the field of music tutoring, computers are used to a large extent to provide students with an interactive view of musical notation, where the student is able to press a key on the accompanying digital piano and it illuminates the note, or the note is illuminated, And use a picture to show which key he will press. Other systems have a series of lights or fingering instructions in an attempt to inform the user which key is about to be played. These programs and systems, while allowing students to practice and receive feedback, often fail to adequately address beginning musicians, especially with regard to rhythm. Some typing tutors have had great enjoyment using this method, while piano and music tutoring have been less successful due to several significant issues inherent to the discipline.

这些现有学习系统的一个主要问题是它们未能考虑学习打字和学习弹奏音乐之间的若干重要区别。首先和最明显的区别在于,音符不仅仅是以正确的顺序弹奏,还必须用与该音符之前和之后的相关韵律模式来弹奏。音符的正确定时是用任何技巧教授音乐的最困难的方面之一;而且到目前为止,几乎没有申请能充分针对这一挑战,从而只有孤立于其他概念。第二个挑战是多数程序从音乐符号开始给用户教授乐曲。读和理解音乐符号有些类似于读古英语中的”beowolf”,而它的根基正是一样古老。五线谱在中世纪最初表示修道士的手,从那以后被用于处理所有音乐创新。A major problem with these existing learning systems is that they fail to take into account several important differences between learning to type and learning to play music. The first and most obvious difference is that the notes are not just played in the correct order, but must also be played with a relative rhythmic pattern preceding and following that note. The correct timing of notes is one of the most difficult aspects of teaching music with any technique; and so far, few applications have adequately addressed this challenge, leaving only other concepts in isolation. The second challenge is that most programs teach music to the user starting from musical notation. Reading and understanding musical notation is somewhat similar to reading "beowolf" in Old English, and its roots are just as old. The stave originally represented the monk's hand in the Middle Ages and has been used to handle all musical innovations since then.

还有垂直定向符号系统的问题,该系统最初设计用于传送声音的音调(因此有较高和较低概念)。但是在钢琴上,音调是水平经历的(即和音乐符号垂直,左到右而非低到高)。这种差别,虽然概念上容易,但是对于学生无论是直观还是经验上进行转换都很困难。组合起来的困难如此之难,使得估计所有钢琴弹奏者中少于20%的能够流畅的读音乐。There is also the issue of the vertically oriented notation system, which was originally designed to convey the pitch of sound (hence the notion of higher and lower). But on a piano, pitch is experienced horizontally (ie perpendicular to the musical notation, left to right rather than low to high). This difference, although conceptually easy, is difficult for students to convert either intuitively or empirically. The difficulty of combining is so difficult that it is estimated that less than 20% of all pianists can read music fluently.

对于初学弹奏者,和学习打字相比,在学习钢琴中至少有4个额外的挑战。他们必须学习钢琴琴键,他们必须学习音乐符号,而音乐符号和他们的钢琴垂直,所以他们必须在正确的时间敲击正确的键。这些同时发生的挑战的挫折使得多数用户放弃,并使此任务更像工作而非弹奏。For beginners, there are at least 4 additional challenges in learning the piano compared to learning to type. They have to learn the piano keys, they have to learn the musical notation, and the musical notation is perpendicular to their piano, so they have to hit the right key at the right time. The frustration of these simultaneous challenges makes most users give up and makes this task feel more like work than playing.

在音乐指导通用领域的现有专利的例子略述如下。通过引用其全部的方式来把每个参考合并进来。Examples of existing patents in the general field of music instruction are outlined below. Incorporate each reference by citing it in its entirety.

Wise等人的美国专利No.4,416,182公开了一种键盘教学装置,其用于键盘乐器的学生自学。他们的系统使得学生能将乐器键盘上的键位置和音阶上音符的位置相关。具有多个和音阶音符对应的键的键盘在初始化或建立模式中产生第一控制信号组和在指导或游戏模式中的键-音符相关信号。至少有一个存储元件,其存储逻辑信号的预定组合,该预定组合在游戏模式中提供用于在预定范围内一个或多个音符的伪随机序列的来源。该系统响应于在游戏模式和用于产生音频声调的机构的其中之一当中一个或多个键的起动,来产生第二控制信号组,并根据第一和第二控制信号组显示视频图像使学生能够在视觉和听觉上检查他或她选择的一个或多个键。US Patent No. 4,416,182 to Wise et al. discloses a keyboard teaching device for self-taught students of keyboard instruments. Their system enables students to relate the positions of keys on an instrument's keyboard to the positions of notes on a scale. A keyboard having a plurality of keys corresponding to notes of the scale generates a first set of control signals in an initialization or build mode and key-note related signals in a guide or game mode. There is at least one memory element that stores a predetermined combination of logic signals that provides a source for a pseudo-random sequence of one or more musical notes within a predetermined range in a game mode. The system generates a second set of control signals in response to actuation of one or more keys in one of a game mode and a mechanism for generating audio tones, and displays a video image based on the first and second sets of control signals to enable The student is able to visually and aurally examine one or more keys of his or her choice.

Monte等的美国专利No.5,183,398公开了一种用于指导学生的设备和方法,其包括通过一系列课程画面对学生进行的交互指导。该公开为学生提供具有多个和音阶音符相对应的键的键盘,并响应于每个按下或释放的键产生键相关信号。与之相关联的视频显示器和音频声调产生器能使学生通过选择键盘上的一个或多个键来响应显示的视频图像和音频声调。给学生显示表现指导活动的课程画面,该指导活动要求学生在键盘上做出响应。将该学生键盘响应和弹奏标准比较,并导致产生绝对弹奏评价结果。将该绝对弹奏评价结果和特定指导活动的可接受成果水平比较,并产生下一画面选择信号。基于下一画面选择信号选定用于向学生显示的下一画面。US Patent No. 5,183,398 to Monte et al. discloses an apparatus and method for instructing students that includes interactive instruction for students through a series of lesson screens. The disclosure provides a student with a keyboard having a plurality of keys corresponding to notes of a scale, and generates a key-related signal in response to each pressed or released key. An associated video display and audio tone generator enables the student to respond to displayed video images and audio tones by selecting one or more keys on the keyboard. Students are shown a lesson screen that represents a guided activity that requires students to respond on the keyboard. Compares the student's keyboard response to performance standards and results in an absolute performance evaluation. The results of the absolute performance evaluation are compared to the acceptable achievement level for the specific instruction activity and a next picture selection signal is generated. A next screen is selected for display to the student based on the next screen selection signal.

Simone的美国专利No.4,997,374公开了一种教学装置,其包括可变两通道预录程序源,以及包括工作手册的控制台单元。程序源的第一通道包括:包含一系列口语单词的音频程序,这些单词由控制台单元音频再生,而且第二通道包括:一系列控制信号,其操作用于起动工作手册中临近预先指定词的光亮。控制台单元的操作和音频程序相协调,从而当由控制台单元以可听得见的方式再生相同单词时,和工作手册中该单词相邻的光亮也被起动。该装置的一个实施例进一步包括:在控制台单元上的多个可按下用户响应按钮,以表示对出现在音频程序中的问题的响应。US Patent No. 4,997,374 to Simone discloses an educational apparatus including a variable two-channel pre-recorded program source, and a console unit including a workbook. A first channel of the program source includes: an audio program comprising a series of spoken words that are audio reproduced by the console unit, and a second channel includes: a series of control signals operative to activate the bright. The operation of the console unit is coordinated with the audio program so that when the same word is audibly reproduced by the console unit, the light adjacent to that word in the workbook is also activated. One embodiment of the apparatus further includes: a plurality of depressible user response buttons on the console unit to indicate responses to questions occurring in the audio program.

Koike的美国专利No.4,781,099公开了一种音乐测试设备,其用声音提供一个问题和音,然后学员通过在键盘上按下组成音符和音的键来回答。该设备能够产生分别代表和音的多个不同和音数据,并每次从那些不同和音数据中或多或少随机选择以生成一个问题和音数据,并产生构成该问题和音数据所指定的和音的音符声音。当答案正确时,分数相加,并给出下一个问题和音。US Patent No. 4,781,099 to Koike discloses a musical testing apparatus that provides a question and tone audibly, and the student answers by pressing the keys that make up the note and tone on a keyboard. The device is capable of generating a plurality of different chord data each representing a chord, and selecting more or less randomly from those different chord data each time to generate a question chord data, and generating sounds of notes constituting the chord specified by the question chord data . When the answer is correct, the points are added and the next question and tone are given.

McCartney-Hoy的美国专利No.5,392,682公开了一种计算机化音乐键盘,以及用于使用相同键盘来弹奏或学习弹奏钢琴的方法。该计算机化音乐键盘包括连接到计算机的钢琴键盘。对计算机进行编程,以从音乐模块中选择一首将在钢琴上弹奏的乐曲,并产生指示要弹奏的适当键,要弹奏的键的正确顺序,以及用于敲击每个键的手和手指的信号,从而在钢琴上弹奏所选择的乐曲。US Patent No. 5,392,682 to McCartney-Hoy discloses a computerized musical keyboard and method for playing or learning to play the piano using the same keyboard. The computerized musical keyboard includes a piano keyboard connected to a computer. Program a computer to select a piece of music to be played on a piano from a musical block and generate instructions indicating the appropriate key to be played, the correct sequence of keys to be played, and the key to be struck for each key. hand and finger signals to play the selected piece on the piano.

Decker的美国专利No.5,107,743公开了一种钢琴教学辅助程序,其具有设计成装备在现有键盘上的键的面板,从而安装在面板上的、具有多种颜色或形状的灯可以直接位于要弹奏的钢琴键的上方。该灯具有多于一种颜色和形状,以区分用户将用来弹奏钢琴的手。该面板还包括探测器窗口,其显示字母数字编码,该字母数字编码对应于出现在将要弹奏乐谱旁边的相同编码。使用一种脚踏开关推进机构(footpedal advancing mechanism),用户借此可以控制光亮显示出的要敲击键的速度,使用脚踏开关来推进一个动作。该显示器还能够以用户自动从一个动作改变到另一个动作所设定的节奏来显示将要弹奏的音乐,而不使用踏板。该面板是铰接的,从而它可在一个或多个位置伸展,以使它能够装备在不同尺寸的键盘上,而不影响要弹奏的键。U.S. Patent No. 5,107,743 to Decker discloses a piano teaching aid having panels designed to equip keys on existing keyboards so that panel-mounted lights of various colors or shapes can be placed directly on desired Played above the keys of the piano. The light fixture comes in more than one color and shape to differentiate the hand the user will use to play the piano. The panel also includes a detector window that displays an alphanumeric code that corresponds to the same code that appears next to the score that will be played. Using a footpedal advancing mechanism, by which the user can control the speed at which keys are struck on a lighted display, the foot pedal is used to advance an action. The display is also capable of showing the music to be played at a tempo set by the user automatically changing from one move to another without using pedals. The panel is hinged so that it can be extended in one or more positions so that it can be fitted on keyboards of different sizes without affecting the keys to be played.

Rogers的美国专利No.4,331,062公开了一种用于在音符显示面板上直观显示音符的设备,该面板用一个支持臂安装在电子钢琴上。电子钢琴有一个电气联接到电子电路的键盘,该电子电路操作用于根据一个或多个键的按下来产生音频输出。该臂在附装到钢琴的底座内可进行旋转,以用于围绕第一垂直轴移动。附装到底座的第一运动限制单元以及臂限制了该臂围绕钢琴的旋转。附装到面板的第二运动限制单元以及该臂限制了面板围绕和臂相关的垂直轴的旋转。一种修正结构将臂固定在钢琴上。面板具有平台钢琴五线谱标记,其与垂直设置的、对应于和音音符信息第一光亮机构和对角地对应于上升音节音符信息的第二光亮机构相配合。键盘表达位于五线谱标记下面。和键盘表达钢琴键标记相关的第三光亮机构和第二光亮机构相配合,以提供关于在电子钢琴上按下键的视觉信息。具有通断开关的电子电路将电子钢琴和第一、第二、和第三光亮电气地连接起来,从而可有选择地操作光亮。该电子电路具有开关组合部件,此部件具有多个操作用于根据弹奏音乐的音调符号来使第一、第二和第三光亮与钢琴键盘进行配合的音调符号开关。US Patent No. 4,331,062 to Rogers discloses a device for visually displaying musical notes on a musical note display panel mounted on an electronic piano with a support arm. Electronic pianos have a keyboard electrically coupled to electronic circuitry operative to produce audio output in response to the depression of one or more keys. The arm is rotatable within a base attached to the piano for movement about a first vertical axis. A first movement limiting unit attached to the base and the arm limits rotation of the arm about the piano. A second motion limiting unit attached to the panel and the arm limits rotation of the panel about a vertical axis associated with the arm. A modified structure secures the arm to the piano. The panel has grand piano staff markings cooperating with a vertically disposed first light mechanism corresponding to the chord note information and a second light mechanism diagonally corresponding to the ascending syllable note information. Keyboard representations are located below the staff markings. A third light mechanism associated with the keyboard expressive piano key indicia cooperates with the second light mechanism to provide visual information about keys being pressed on the electronic piano. An electronic circuit having an on-off switch electrically connects the electronic piano to the first, second, and third lights so that the lights can be selectively operated. The electronic circuit has a switch assembly having a plurality of keynote switches operative for coordinating the first, second and third lights with the piano keyboard in accordance with the keynotes of the music being played.

Titus的美国专利No.4,366,741公开了一种电子钢琴,其具有键盘,以及连接到微处理器的电子钢琴电路,该微处理器用于控制CRT装置,从而在按下一个或多个键的同时提供视频音符显示。位于CRT装置屏幕邻近处的键盘表达和用于指示要弹奏的一个键或多个键的光亮相关联。手动操作的控制和微处理器一起操作,以允许每次反向清除屏幕上一个音符,移除所有音符,保留所有音符,指示每个音符的升半音和降半音,以及通过拉长屏幕上的音符来指示按下键的持续时间。节拍器单元和微处理器一起使用,以在屏幕上提供在整个屏幕内顺序移动的直观击打标记。一个可移动框架将CRT装置和钢琴相关联。U.S. Patent No. 4,366,741 to Titus discloses an electronic piano having a keyboard, and electronic piano circuitry connected to a microprocessor for controlling a CRT device to provide Video notes are displayed. Keyboard representations located adjacent to the CRT device screen are associated with lighted representations indicating the key or keys to be played. Manually operated controls and microprocessor operate together to allow clearing of the screen one note at a time in reverse, remove all notes, keep all notes, indicate sharps and flats for each note, and Notes to indicate the duration of a key press. A metronome unit is used in conjunction with the microprocessor to provide an intuitive hit mark on the screen that moves sequentially across the screen. A movable frame connects the CRT unit to the piano.

Contois的美国专利No.5,864,868公开了一种用于控制媒体弹奏装置的计算机系统以及方法。该系统提供用户接口,以允许用户访问存储在媒体数据库中的媒体片断。该接口还用于控制联接到计算机的媒体弹奏装置(例如自动钢琴或影片弹奏视频装置),以弹奏访问的或选定的媒体片断。在一个实施例中,有一个计算机接口,其允许用户仅显示和选定类别相关的音乐,例如爵士或古典音乐。另一实施例允许用户命令媒体弹奏装置自动弹奏和选定音乐类型相关的选定音乐片断。另一实施例允许用户命令媒体弹奏装置自动弹奏和选定作曲家或艺术家相关的选定音乐片断。US Patent No. 5,864,868 to Contois discloses a computer system and method for controlling a media playing device. The system provides a user interface to allow users to access media clips stored in a media database. The interface is also used to control a media performance device (such as a player piano or film performance video device) coupled to the computer to play an accessed or selected piece of media. In one embodiment, there is a computer interface that allows the user to display only music associated with a selected category, such as jazz or classical music. Another embodiment allows the user to command the media performance device to automatically play a selected piece of music associated with a selected music genre. Another embodiment allows the user to command the media performance device to automatically play selected pieces of music associated with a selected composer or artist.

Asahi等的美国专利No.6,204,441公开了一种技术,其用于显示音乐信息,且特别用于使用个人计算机或运行音乐软件程序的游戏装置来直观显示音乐音符、节拍、和节奏。该分开教导了使用不同颜色和不同亮度区别某些类型的音乐符号。它还具有显示屏幕,该显示屏幕显示基本和高音谱号,以及键盘和定时指示。US Patent No. 6,204,441 to Asahi et al. discloses a technique for displaying music information, and in particular for visually displaying music notes, beats, and rhythms using a personal computer or gaming device running a music software program. This separation teaches the use of different colors and different brightness to distinguish certain types of musical notation. It also has a display screen that shows the base and treble clefs, as well as keyboard and timing indications.

Moe的美国专利No.6,388,181显示了计算机图形动画,其结合现场视频交互方法使用,以弹奏键盘音乐,同时用户将其手指导向动画瞄准的键,且每个在一次敲击时间内将要击打的键都用彩色“精灵”(sprite)指定。U.S. Patent No. 6,388,181 to Moe shows a computer graphics animation, used in conjunction with a live video interaction method, to play keyboard music while the user directs his finger to the keys the animation is targeting, each about to be struck within one stroke time The keys are all specified with colored "sprites".

Renard等的美国专利No.6,066,791显示了一种用于指导弹奏乐器的系统,其在显示装置上显示图像,并指导学生注意该图像,同时优选使用乐器弹奏在五线谱上的音符。US Patent No. 6,066,791 to Renard et al. shows a system for instructing the playing of a musical instrument by displaying an image on a display device and directing the student's attention to the image while preferably using the musical instrument to play notes on a stave.

Hale的美国专利No.5,540,132显示了一种给孩子教授音乐符号的技术。每个音符和相互区别的可识别的颜色相关联,然后将该颜色和以该颜色而自然出现的物体相关联。他们使用了卡通角色,很清楚这些角色能加强孩子们脑海里的联系。US Patent No. 5,540,132 to Hale shows a technique for teaching musical notation to children. Each musical note is associated with a distinct, recognizable color, which is then associated with an object that naturally occurs in that color. They used cartoon characters, knowing that these characters strengthen connections in the children's minds.

Nishimoto等的美国专利No.6,337,433显示了一种具有表演指导功能的电子乐器、表演指导方法、以及存储程序的存储介质,因此其结合有把多个显示装置布置分量别与表演操作元件相关,每个表演操作元件包括一对分别和弹奏者左手和右手相对应的显示元件。U.S. Patent No. 6,337,433 by Nishimoto et al. shows an electronic musical instrument with a performance guidance function, a performance guidance method, and a storage medium storing programs, so that it combines a plurality of display device arrangement components with performance operation elements, each The performance operating elements include a pair of display elements corresponding to the player's left and right hands, respectively.

Kimmel Jr.的美国专利No.6,284,961显示了一种音乐音符系统,每个音符和一种颜色相关联,并用粘贴物将其应用到乐器键上,以和弹奏音符的颜色对应。US Patent No. 6,284,961 to Kimmel Jr. shows a system of musical notes, each note being associated with a color, applied to the keys of the instrument with a sticker to correspond to the color of the note being played.

发明概要Summary of the invention

本发明涉及一种手眼配合游戏,其目的在于教导怎样读音乐符号,以及怎样弹奏诸如钢琴的乐器。The present invention relates to a hand-eye coordination game whose purpose is to teach how to read musical notation and how to play a musical instrument such as a piano.

本发明将音乐符号简化为一种栅格,并结合有音调从左(低)到右(高)移动,和钢琴键盘布局平行,而时间则维度纵向移动。The present invention simplifies the musical notation into a grid, combined with the movement of the pitch from left (low) to right (high), parallel to the layout of the piano keyboard, and the time dimension moves vertically.

在一个实施例中,在游戏的开始阶段,弹奏者将看见代表乐曲音符的游戏目标,其从接近屏幕底部向虚拟钢琴键盘上升移动,且它们相互之间的纵向关系应当是代表相对音乐时间的表示。随着这些游戏目标接近虚拟钢琴键盘,沿此路径的对应钢琴键很容易看见,且弹奏者的目标是在当游戏目标位于相对于虚拟键盘处于预定敲击窗口之内的精确时间来敲击音乐键盘上的对应键。如果弹奏者在正确的时间敲击了正确的键,则将对弹奏者奖励音频和视频反馈。In one embodiment, at the beginning of the game, the player will see game objects representing musical notes moving up from near the bottom of the screen towards the virtual piano keyboard, and their vertical relationship to each other should represent relative musical time representation. As these game objects approach the virtual piano keyboard, the corresponding piano keys along this path are easily visible, and the player's goal is to strike at the precise time when the game object is within a predetermined strike window relative to the virtual keyboard Corresponding key on a musical keyboard. Players are rewarded with audio and visual feedback if they hit the right keys at the right time.

本发明中弹奏者的主要任务是在正确的时间在许多移动目标内尽可能多的敲击对应的钢琴键,重复这一挑战直至他们达到某个正确率百分比,并进行到下一复杂度级别,这样做时,下意识的学习弹奏一首歌曲,并在后面的级别中,识别和读取活页乐谱。The main task of the pianist in the present invention is to strike as many corresponding piano keys as possible within a number of moving objects at the correct time, repeating this challenge until they reach a certain correct percentage, and proceed to the next level of complexity level, in doing so, subconsciously learns to play a song, and in later levels, recognizes and reads sheet music.

附图简要描述Brief description of the drawings

将从下述说明中清楚本发明的系统的目的、特点以及优点,其中:Objects, features and advantages of the system of the present invention will be apparent from the following description, in which:

图1是用于执行本发明某些方面的硬件结构的框图。Figure 1 is a block diagram of a hardware architecture for implementing certain aspects of the present invention.

图2是显示虚拟键盘,游戏目标轨迹以及它们和标准音乐符号高音谱号的示例关系的图。Figure 2 is a diagram showing a virtual keyboard, game object trajectories and their example relationship to a standard musical notation treble clef.

图3显示用于执行本发明的示例硬件和软件模块的框图。Figure 3 shows a block diagram of exemplary hardware and software modules for implementing the invention.

图4显示MIDI文件的格式。Figure 4 shows the format of a MIDI file.

图5显示MIDI文件报头块的格式。Figure 5 shows the format of a MIDI file header block.

图6显示MIDI文件音轨块的格式。Figure 6 shows the format of a MIDI file track block.

图7显示来自MIDI文件的META事件的格式。Figure 7 shows the format of a META event from a MIDI file.

图8是MIDI数据的MTrk块的一部分的例子连同示例语义。Figure 8 is an example of a portion of an MTrk block of MIDI data along with example semantics.

图9示出了示例性数据流程,其示出了用于三个音符顺序弹奏的MIDI消息。Figure 9 shows an exemplary data flow showing MIDI messages for the sequential playing of three notes.

图10是用于解释图5的MIDI数据流用来产生要弹奏的游戏目标的示例处理的流程图。FIG. 10 is a flowchart for explaining an example process by which the MIDI data stream of FIG. 5 is used to generate a game object to be played.

图11是显示根据本发明一个方面的游戏模块示例布置的框图。Fig. 11 is a block diagram showing an exemplary arrangement of game modules according to an aspect of the present invention.

图12是用于实现本发明不同方面的示例计算机的框图。12 is a block diagram of an example computer for implementing various aspects of the invention.

图13是对本发明CD-ROM内容的更详细说明。Figure 13 is a more detailed illustration of the contents of the CD-ROM of the present invention.

发明详细说明Detailed Description of the Invention

图1是执行本发明某些方面的硬件体系结构的框图。图1显示了计算机100,其包括:处理元件(CPU)以及显示器。一种典型的实现可以是个人计算机,其可从若干来源由商业上获得。计算机100的内部细节以及它在网络环境中的应用在图12中。Figure 1 is a block diagram of a hardware architecture that implements certain aspects of the present invention. Figure 1 shows a computer 100 including a processing element (CPU) and a display. A typical implementation might be a personal computer, which is commercially available from several sources. Internal details of computer 100 and its use in a network environment are shown in FIG. 12 .

钢琴键盘150,优选的具有根据MIDI标准产生控制数据的能力,其经用户标准MIDI接口连接到计算机。Piano keyboard 150, preferably capable of generating control data according to the MIDI standard, is connected to the computer via a user standard MIDI interface.

图2是显示示例性虚拟钢琴键盘、游戏目标轨迹、以及它们和标准音乐符号高音谱号示例性关系的图。虚拟键盘是显示在计算机显示器屏幕上作为图形化用户接口一部分的目标。虚拟键盘将包括:对应于钢琴白键的多个单个键200i,以及对应于钢琴黑键的多个键200j。因此,在此实施例中,虚拟键盘代表在诸如钢琴的键盘上的键的标准布置。还和虚拟键盘每个键相关联的是在此例子中仅对应钢琴键盘白键的轨迹210i。白键之一和相关的轨迹对应于音乐符号八度音阶的每个音符,在此例子中,从左边的中央C音开始,且音阶向上前进直到到达比中央C高的C。粗体显示的轨迹对应那些在此例中高音谱号线上发现的音符。2 is a diagram showing an exemplary virtual piano keyboard, game object trajectories, and their exemplary relationship to standard musical notation treble clefs. A virtual keyboard is an object displayed on a computer monitor screen as part of a graphical user interface. The virtual keyboard will include a plurality of individual keys 200i corresponding to the white keys of the piano, and a plurality of keys 200j corresponding to the black keys of the piano. Thus, in this embodiment, the virtual keyboard represents the standard arrangement of keys on a keyboard such as a piano. Also associated with each key of the virtual keyboard is a trace 210i that in this example corresponds only to the white keys of the piano keyboard. One of the white keys and the associated trajectory correspond to each note of the musical notation octave, starting in this example with middle C on the left, and the scale progresses up until reaching a C higher than middle C. The traces shown in bold correspond to those notes found on the treble clef line in this example.

由此看来,很清楚地,当如此图中所示从左至右向上提高音阶时音调也提高。然而,在标准的音乐符号中,中央C音在图2所示标准高音谱号第一条线之下的那条线开始,而高于中央C音的C显示在标准高音谱号的最上方位置。因此,音乐符号从底部到顶部提高在高音谱号上的音调,从低音调值开始,并增加到较高音调值。然而,当从键盘上看时,音调从左到右而非从下到上提高。正如以上所注意到的,表达方法的不同至少造成在学习弹奏钢琴时的一个困难因素。From this, it is clear that as the scale is raised from left to right as shown in this figure, the pitch also rises. However, in standard music notation, middle C begins on the line below the first line of the standard treble clef shown in Figure 2, and C above middle C is shown at the top of the standard treble clef Location. Thus, musical notation raises the pitch on the treble clef from bottom to top, starting at low pitch values and increasing to higher pitch values. However, when viewed from the keyboard, the pitch increases from left to right rather than bottom to top. As noted above, the difference in the means of expression constitutes at least one difficulty factor when learning to play the piano.

正如在下文中将详细说明的,在和虚拟键盘相对的位置沿轨迹210i引入游戏目标。然后,游戏目标以动画方式沿从接近底部到游戏目标和虚拟键盘200i的键相遇的点的轨迹前进。和每条轨迹相关的是往返时间,从而如果按照一个接一个方式顺序地引入三个音符,则可以看到它们在轨迹底部是顺序出现的,并前进从底部到顶部往返时间的持续时间,其中该顶部是它们以逐一移位的方式在各自即时时间与它们各自键相交的地方。As will be described in detail below, a game object is introduced along trajectory 21Oi at a location opposite the virtual keyboard. The game object then animates along a trajectory from near the bottom to the point where the game object and the keys of the virtual keyboard 200i meet. Associated with each track is a round-trip time, so that if three notes are introduced sequentially one after the other, they can be seen sequentially at the bottom of the track, and advance for the duration of the round-trip time from bottom to top, where The top is where they intersect their respective keys at respective instant times in a one-by-one shift.

交互游戏的一个目的是让学生在图形用户接口上的游戏目标和其虚拟键盘的键相交的基本上相同的瞬时按下(优选的是MIDI)键盘的键。随着用户玩此游戏,用户形成用于映射来自音乐文件的音符视觉表现的某种熟练度,该音乐文件将游戏目标的产生驱动到与虚拟键盘接口的真实键盘上的实际指法位置。游戏检测出当用户在适当时刻按下正确的键。One purpose of the interactive game is to have the student press a key of a (preferably MIDI) keyboard at substantially the same moment where the game object on the graphical user interface intersects with the keys of their virtual keyboard. As the user plays this game, the user develops a certain proficiency in mapping visual representations of musical notes from the music files that drive the generation of game objects to actual fingering positions on the real keyboard that interfaces with the virtual keyboard. The game detects when the user presses the correct key at the appropriate moment.

图3显示用于执行本发明各方面的示例性硬件和软件模块的框图。虽然本发明的此特定实施例是描述关于使用MIDI文件和以MIDI标准为格式的音乐,但是其他格式的音乐也是已知的,并可用于本发明的替代实施例中。Figure 3 shows a block diagram of exemplary hardware and software modules for implementing aspects of the invention. Although this particular embodiment of the invention is described with respect to the use of MIDI files and music formatted in the MIDI standard, other formats of music are known and may be used in alternative embodiments of the invention.

在此示例实施例中,MIDI格式的一个或多个文件300存储在例如库中,或实时下载,并馈送到解释器310,在此MIDI数据文件被解释和翻译为驱动游戏目标产生模块320的命令,该游戏目标产生模块320使游戏目标显示在显示器屏幕的图形用户接口上,并提供音频输出370到计算机扬声器。In this example embodiment, one or more files 300 in MIDI format are stored, for example, in a library, or downloaded in real-time, and fed to an interpreter 310 where the MIDI data files are interpreted and translated into a format that drives a game object generation module 320. command, the game object generation module 320 causes the game object to be displayed on the graphical user interface of the display screen and provides audio output 370 to the computer speakers.

方便地,图形引擎350和音频引擎360将游戏目标的翻译简化为驱动视频显示和音频输出的音频和视频分量。游戏目标产生器可以访问目标库330以及游戏控制参数组340。这些模块的每一个在下文中都将详细描述。Conveniently, graphics engine 350 and audio engine 360 simplify the translation of game objects into audio and video components that drive the video display and audio output. The game object generator has access to object library 330 and game control parameter set 340 . Each of these modules is described in detail below.

图4显示了MIDI文件的格式。如上所述,MIDI文件格式是用于说明本发明的目的,但本发明并不限于此。适于执行本发明的其他文件的例子也可以是MPEG-4。Figure 4 shows the format of a MIDI file. As mentioned above, the MIDI file format is used for the purpose of illustrating the present invention, but the present invention is not limited thereto. An example of other files suitable for carrying out the invention would also be MPEG-4.

对于MIDI文件以及MIDI协议操作的理解将会大大简化对本发明的理解。An understanding of MIDI files and the operation of the MIDI protocol will greatly simplify understanding of the present invention.

MIDI文件格式MIDI file format

MIDI文件是由块(chunk)的结构组成。每个块包括4字节块类型,4字节长度指示,其指示包含在数据字段内的字节长度。MIDI files are composed of blocks (chunk) structure. Each block includes a 4-byte block type, a 4-byte length indication, which indicates the length in bytes contained within the data field.

有两种类型的块,即报头块(header chunk)(其具有“MThd”(410)的块类型)和音轨块,其具有“MTrk”(420)的块类型。There are two types of chunks, a header chunk (which has a chunk type of "MThd" (410)) and a track chunk, which has a chunk type of "MTrk" (420).

MIDI文件包括单个的报头块,其后是一个或多个音轨块。MIDI files consist of a single header block followed by one or more track blocks.

图5显示了MIDI文件报头块的格式。报头块包括三个字段,即块类型、长度以及数据。对于报头块,块类型是MThd。长度字段包含块数据部分的字节长度。数据字段的“格式”部分包括MIDI文件格式,它仅可能是格式0,1,和2。作为二进制数的数据字段的“音轨”部分表明在MIDI文件中包含的音轨块的数目。报头块数据字段的“分割”部分定义了用于MIDI文件的“时间增量”(delta-time)的默认单元。如果“分割”字段的最高有效比特是“0”,则剩余的15比特表示用于表现和再生音乐的“每四分音符的记号”的数目。如果最高有效比特是逻辑1,则存在由剩余15比特所表示的两个分量。比特8-14可以表明每秒(用负数表示)的帧数,且最低有效8比特表示每SMTPE帧的记号数目。Figure 5 shows the format of a MIDI file header block. A header block includes three fields, block type, length, and data. For header blocks, the block type is MThd. The length field contains the length in bytes of the data portion of the block. The "Format" portion of the data field includes the MIDI file format, the only possible formats being 0, 1, and 2. The "track" portion of the data field as a binary number indicates the number of track blocks contained in the MIDI file. The "split" portion of the header block data field defines the default unit of "delta-time" used for MIDI files. If the most significant bit of the "division" field is "0", the remaining 15 bits represent the number of "marks per quarter note" used for representing and reproducing music. If the most significant bit is a logic 1, there are two components represented by the remaining 15 bits. Bits 8-14 may indicate the number of frames per second (indicated by a negative number), and the least significant 8 bits indicate the number of tokens per SMTPE frame.

MIDI文件有三种变化。格式0包含单个音轨。格式1包含一个或多个同时弹奏的音轨。格式2包含一个或多个能够相互独立弹奏的独立音轨。There are three variations of MIDI files. Format 0 contains a single audio track. Format 1 consists of one or more tracks played simultaneously. Format 2 consists of one or more individual tracks that can be played independently of each other.

图6显示MIDI文件音轨块的格式。它包含定义为MTrk类型和长度字段的块类型,该长度字段表示在音轨块中数据部分的长度。音轨块的数据部分包含两种元素。第一个是“时间增量”部分和“事件”部分,时间增量是从先前事件的“记号”数目,并表示为不同的长度量。在标准中定义的事件有三种类型。它们是“MIDI事件”,“SYSEX事件”以及“META事件”。在“时间增量”和“事件”实例之间没有清楚的界限。这也许是因为两种字段都有明确定义的长度。Figure 6 shows the format of a MIDI file track block. It contains a block type defined as MTrk type and a length field indicating the length of the data part in the track block. The data section of a track block contains two elements. The first is the "time delta" part and the "event" part, the time delta is the number of "ticks" from the previous event, expressed as varying length quantities. There are three types of events defined in the standard. They are "MIDI events", "SYSEX events" and "META events". There is no clear line between "timedelta" and "event" instances. This is probably because both fields have well-defined lengths.

MIDI事件具有任意MIDI通道消息。这些包括通道语音消息和通道模式消息。其他包括在MIDI文件中的非MIDI通道消息可以使用SYSEX事件。MIDI events have arbitrary MIDI channel messages. These include channel voice messages and channel mode messages. Other non-MIDI channel messages included in MIDI files can use SYSEX events.

多数系统专用信息非常简单,且作为字节的单个分组来发送,从F0开始,到F7结束。然而,一些系统专用信息用于实时控制装置参数。定义了两种不同类型的SYSEX事件来容纳不同用途。Most system specific information is very simple and is sent as a single packet of bytes, starting at F0 and ending at F7. However, some system specific information is used to control device parameters in real time. Two different types of SYSEX events are defined to accommodate different purposes.

META事件用于诸如音轨名称、歌词以及队列点等事物,它并不引起MIDI消息的发送,但仍是MIDI文件的有用分量。META events are used for things like track names, lyrics, and queue points, which do not cause MIDI messages to be sent, but are still useful components of MIDI files.

图7显示MIDI事件所具有的通用形式。MIDI事件以16进制符号FF开始,之后是类型字段、长度字段以及数据字段。类型字段是一个单个字节,其指定META事件的类型。长度字段包含在该字段之后的若干数据字节。数据字段包括0或多字节数据。Figure 7 shows the general form that MIDI events have. A MIDI event begins with the hexadecimal symbol FF, followed by a type field, a length field, and a data field. The Type field is a single byte that specifies the type of META event. The length field contains the number of data bytes following this field. The data field includes 0 or more bytes of data.

在标准中定义了若干META事件,使得本发明的实现更加容易。这些事件包括如下:Several META events are defined in the standard, which makes the implementation of the present invention easier. These events include the following:

“序号”是可选事件,其必须仅发生在任何非0时间增量之前的音轨开始处。"Number" is an optional event that must only occur at the beginning of the track before any non-zero time increment.

它典型地用于识别每个音轨。It is typically used to identify each audio track.

文本事件用于用任意文本来注释音轨。版权声明事件可用在ACSI文本中出现的版权声明的地方。它应当是MIDI文件第一音轨上的第一事件。Text events are used to annotate audio tracks with arbitrary text. The copyright notice event can be used in place of a copyright notice appearing in the ACSI text. It should be the first event on the first track of the MIDI file.

序列/音轨名称提供了文件中序列或音轨的名称。乐器名称提供了音轨上所使用的乐器的说明。歌词事件提供用于歌唱的歌词。通常,每个音节都有其自身的歌词事件,其发生在将要唱歌词的时间。Sequence/Track Name gives the name of the sequence or track in the file. The instrument name provides a description of the instrument used on the track. Lyrics event provides lyrics for singing. Typically, each syllable has its own lyric event, which occurs when the lyric is about to be sung.

标记事件标记出序列内的最高点,例如韵律的开始。Marker events mark the highest point within a sequence, such as the beginning of a rhyme.

使用队列点来包含用于台上所发生事件的队列,例如“帷幕升起”,“退场”以及类似情况。Use queue points to contain queues for events happening onstage, such as "curtain raised," "exits," and similar.

必须使用音轨事件结束来给音轨一个清楚定义的长度。如果音轨是循环的或和另一音轨是串连的,这就是必要的。The end of track event must be used to give the track a clearly defined length. This is necessary if the track is looped or chained to another track.

设定节奏事件以每四分音符微秒来设定节奏。这意味着时间增量记号单位长度的变化。默认节奏是每分钟120拍。SMTPE偏移事件指定音轨开始的SMTPE时间。拍子记号表示用于一段音乐的拍子记号,例如3/4,或6/8或2/2。音调符号事件可以指定升半音或降半音的数目,以及大调或小调标志。最后,特定于序列的META事件允许制造商将特定于指示的序列器结合到MIDI文件中。Set tempo events to set the tempo in microseconds per quarter note. This means a change in the length of the time increment tick unit. The default tempo is 120 beats per minute. The SMTPE offset event specifies the SMTPE time at which the audio track starts. A time signature indicates the time signature used for a piece of music, such as 3/4, or 6/8, or 2/2. A diacritic event can specify the number of sharps or flats, and the major or minor sign. Finally, sequence-specific META events allow manufacturers to incorporate instruction-specific sequencers into MIDI files.

图7显示来自MIDI文件的META事件的格式。Figure 7 shows the format of a META event from a MIDI file.

图8是MIDI数据连同示例语义的MTrk块的一部分的例子。如图8所示,用MTrk标识符800引入MTrk块,其后跟随长度字段810。多个时间增量和事件的有序字段对820-1到820-j随在其后,该有序字段对820-1到820-j表示和MTrk块相关的各个MIDI消息。Figure 8 is an example of a portion of an MTrk block of MIDI data along with example semantics. As shown in FIG. 8 , an MTrk block is introduced with an MTrk identifier 800 followed by a length field 810 . A plurality of time increments and events are followed by ordered field pairs 820-1 to 820-j representing the respective MIDI messages associated with the MTrk chunk.

MIDI协议包括设计成允许合成器和序列器传送弹奏何种声音信息的消息。典型的MIDI消息包括三个分量。第一分量以十六进制9开始,随后是具有值0-F的16个MIDI通道之一的标识。第二分量是一个两字节序列,其表示装置上按下的键。它对应于在钢琴类型键盘情况中按下的键盘音符。该两字节值从00-7F。MIDI消息的第三分量是速度分量,其指定了键按下或释放的速度。它的值同样在00到7F范围内。因此,如果音乐家按下键盘上的中央C键,则键盘会发送包含90 3C 40的“音符开始”消息。当音乐家释放该键时,对应的“音符终止”消息包括:80 3C 33。在此情况中,正如在释放消息(和敲击速度40相比)内的速度指示33所表明的,释放键的速度低于按下它的速度。The MIDI protocol includes messages designed to allow synthesizers and sequencers to communicate information about what sounds to play. A typical MIDI message consists of three components. The first component starts with a hexadecimal 9, followed by an identification of one of the 16 MIDI channels with values 0-F. The second component is a two-byte sequence that represents the key pressed on the device. It corresponds to a pressed keyboard note in the case of a piano type keyboard. The two-byte value is from 00-7F. The third component of the MIDI message is the velocity component, which specifies the velocity at which the key is pressed or released. Its value is also in the range 00 to 7F. So if a musician presses the middle C key on a keyboard, the keyboard sends a "note start" message containing 90 3C 40. When the musician releases the key, the corresponding "note end" message includes: 80 3C 33. In this case, the key was released at a slower speed than it was pressed, as indicated by the speed indication 33 within the release message (compared to the tap speed 40).

其它MIDI消息可能包括程序(乐器)改变,音调混合消息,控制改变消息(例如踏板/开关脚状态的改变)以及定时时钟消息。Other MIDI messages may include Program (Instrument) Change, Pitch Mix messages, Control Change messages (such as pedal/switch foot state changes), and Timing Clock messages.

MIDI消息都是单向的。不存在从接收机发送回到发射机的确认消息。如果MIDI装置不知道怎样处理消息,则该装置将忽略这个消息。指定给MIDI通道的MIDI消息被称为通道消息。已知的是影响整个MIDI系统或整个MIDI装置的MIDI消息是系统消息。通道和系统消息进一步被分为若干类别。通道语音消息是开始、改变或停止弹奏的声音的消息。通道模式消息影响整个通道。系统实时消息是序列器用于调节和同步定时的。它们不包含数据字节。系统公共消息包括诸如乐曲定位指针、乐曲选择等的消息。系统专用消息通常用于特定于装置的MIDI协议扩展部分。MIDI messages are all unidirectional. There is no acknowledgment message sent from the receiver back to the transmitter. If the MIDI device does not know what to do with the message, the device will ignore the message. MIDI messages assigned to MIDI channels are called channel messages. MIDI messages that are known to affect the entire MIDI system or the entire MIDI device are system messages. Channel and system messages are further divided into categories. Channel voice messages are messages that start, change, or stop a played sound. Channel mode messages affect the entire channel. System real-time messages are used by the sequencer to adjust and synchronize timing. They do not contain data bytes. System common messages include messages such as music location pointers, music selection, and the like. System-specific messages are typically used for device-specific MIDI protocol extensions.

由于MIDI是消息实时发送和解释的,因此,期望减少必须发送的数据量。对于一般的音符开始和音符终止消息,若干音符在几乎相同的时间上终止和开始是十分平常的。在这种情况中,可以发送一个单个状态命令,例如音符开始,随后是多个“音符标识符,速度”对,而不重复用于每个开始或终止音符的相同状态字节。这种状态字节传输的减少已知是MIDI消息内的“运行状态”。仅发送发生了改变的数据字节。Since MIDI is messages sent and interpreted in real time, it is desirable to reduce the amount of data that must be sent. For general note-on and note-off messages, it is quite common for several notes to end and start at almost the same time. In this case, it is possible to send a single status command, such as note start, followed by multiple "note identifier, velocity" pairs, without repeating the same status byte for each start or stop note. This reduction in status byte transmission is known as "running status" within MIDI messages. Only the changed data bytes are sent.

针对MIDI文件和协议的背景,现在将要说明本发明的示例性操作。Against the background of MIDI files and protocols, an exemplary operation of the present invention will now be described.

图9显示一个示例数据流,该数据流图示说明用于顺序弹奏三个音符的MIDI消息。在图9中,每行显示两个MIDI消息。每个消息都用时间增量字段引导。因此,图9所示六个消息以00,08,10,18,20和28时间增量递增来进行。Figure 9 shows an example data flow illustrating MIDI messages for playing three notes in sequence. In Figure 9, two MIDI messages are shown per row. Each message is preceded by a time delta field. Thus, the six messages shown in Figure 9 proceed in increments of 00, 08, 10, 18, 20 and 28 time increments.

跟随在时间增量递增之后是MIDI命令序列。序列92表示音符开始的位置。跟随在每个92消息之后是具有命令字段82的消息,它表示音符终止。跟随在每个命令之后是音符标识符。在第一行的例子中表示将开始和终止音符C。在第二和第三行的例子中标识的音符分别是音符E和音符G。每个消息的最后一个分量是速度分量。在第一行中,速度44是以多快速度向下按下键的度量(例如敲击速度)。在后面键释放的消息中,速度40表示用速度40来释放键。Following the increment of the time increment is a sequence of MIDI commands. Sequence 92 indicates where the note starts. Following each 92 message is a message with a command field 82 indicating end-of-note. Following each command is a note identifier. In the example on the first line the note C will start and end. The notes identified in the examples in the second and third rows are the note E and the note G, respectively. The last component of each message is the velocity component. In the first row, Velocity 44 is a measure of how fast a key is pressed down (eg, tap velocity). In the following key release message, velocity 40 indicates that the key is released with velocity 40.

图10是用于将图5的MIDI数据流解释为产生游戏目标一部分的示例处理的流程图。当接收到形式为<时间增量><命令><音符><速度>的目标上音符的MIDI消息时(1000),其后可选的可跟随代表类似格式音符终止属性的MIDI消息(1010)。在<时间增量>低于往返时间时,用<时间增量(终止)>-<时间增量(开始)>记号的可选长度属性来开始<音符>轨迹(1020)。在这样的形式中,可以看出步骤1000-1020表示对输入MIDI消息的解释,其后跟随的是游戏目标的产生。根据步骤1000-1020,在不断进行的基础上接收和解释消息。在敲击虚拟键盘的τ时间单位内定义一个窗口(1030)。10 is a flowchart of an example process for interpreting the MIDI data stream of FIG. 5 to generate a portion of a game object. When a MIDI message for a note on a target of the form <timedelta><command><note><velocity> is received (1000), this may optionally be followed by a MIDI message representing a similarly formatted note termination attribute (1010) . The <note> track is started (1020) with the optional length attribute of the <time delta (end)>-<time delta (start)> token when the <time delta> is below the round trip time. In such form, it can be seen that steps 1000-1020 represent the interpretation of the incoming MIDI message, followed by the generation of the game object. According to steps 1000-1020, messages are received and interpreted on an ongoing basis. A window is defined (1030) within τ time units of tapping the virtual keyboard.

一旦目标开始音符轨迹,目标在MIDI时钟的每N个记号上沿着朝向虚拟键盘的轨迹移动(1040)。如果在打开窗口期间接收到MIDI键盘输入,且如果MIDI键盘输入值等于将要敲击虚拟键盘的目标的MIDI音符值,则激活视频和音频奖励表达(程序)(1060)。否则,能够激活表达失败的视频和音频序列。该处理以交互方式在MIDI时钟的每个记号都重复进行,正如返回到步骤1040顶部的箭头所指示的。Once the target starts the note track, the target moves along the track towards the virtual keyboard on every N ticks of the MIDI clock (1040). If a MIDI keyboard input is received during the opening of the window, and if the MIDI keyboard input value is equal to the MIDI note value of the target to be struck on the virtual keyboard, then activate a visual and audio reward expression (program) (1060). Otherwise, video and audio sequences that fail to express can be activated. This process is repeated interactively at each tick of the MIDI clock, as indicated by the arrow back to the top of step 1040 .

返回到图3,项目330表示目标库,它允许通过以用于对应于游戏不同风格的各种目标类型进行替换的方式来修正游戏。所使用的目标类型的例子在下文给出。在图3中还显示了参数组340,它允许用户在某些情况下定制游戏性能或游戏行为。Returning to Figure 3, item 330 represents an object library which allows the game to be modified by substituting for various object types corresponding to different styles of the game. Examples of target types used are given below. Also shown in FIG. 3 is parameter set 340, which allows the user to customize game performance or game behavior in certain circumstances.

音频引擎360优选的是基于Microsoft DirectSound 8的应用程序接口。音频引擎通常具有经声卡的PCM通道弹奏短的.WAV文件的能力。声音引擎用具有构造器,自毁器的类别来实现,装载.WAV文件和弹奏.WAV文件。声音引擎主要用于弹奏和菜单按钮、点击、开关以及游戏弹奏反馈声音相关的声音效果。然而,本发明也可和其它软件引擎一起使用。Audio engine 360 is preferably a Microsoft DirectSound 8 based API. Audio engines usually have the ability to play short .WAV files through the PCM channel of the sound card. The sound engine is implemented with classes that have constructors, destructors, load .WAV files and play .WAV files. The sound engine is mainly used for playing sound effects related to menu buttons, clicks, switches, and game playing feedback sounds. However, the present invention can also be used with other software engines.

图形引擎350和目标库330、游戏目标产生模块320一起工作,以在屏幕上产生图形目标,该图形目标构成了所用来玩游戏的游戏目标各自实现。本发明能够装载和弹奏三种类型乐曲文件:MIDI,MIDI卡拉OK,以及.amm。后者是下文要更详细说明的内部乐曲格式。标准MIDI文件如上所述。MIDI卡拉OK文件实际上是根据某种格式将乐曲歌词嵌入音轨之一的标准MIDI文件。本发明还支持.KAR文件格式,它是一种在共享件/公共领域市场流行的文件格式。The graphics engine 350 works together with the object library 330 and the game object generation module 320 to generate on-screen graphical objects that constitute the respective realization of the game objects used to play the game. The present invention can load and play three types of music files: MIDI, MIDI karaoke, and .amm. The latter is the internal song format described in more detail below. Standard MIDI files are described above. A MIDI karaoke file is actually a standard MIDI file that embeds the lyrics of a song into one of the audio tracks according to a certain format. The present invention also supports the .KAR file format, which is a popular file format in the shareware/public domain market.

.amm文件和标准类型1MIDI文件的结构非常相似。然而,.amm格式文件也保留有注释、加亮以及指法。注释是在乐曲时间线上存储的简单文本注释。这些注释可以保留对用户有价值的信息,并能在玩游戏的过程中和其他滚动游戏目标一起显示。可能将其作为文本存储在内部文件中,但在屏幕上将其显示为具有或没有指向其他游戏目标的箭头的讲话气球的形式。.amm files are very similar in structure to standard Type 1 MIDI files. However, .amm format files also retain comments, highlights, and fingerings. Notes are simple text notes stored on the composition timeline. These annotations can hold information that is valuable to the user and can be displayed along with other scrolling game objects during game play. Possibly store it as text in an internal file, but display it on screen in the form of a speech balloon with or without arrows pointing to other game objects.

在.amm文件内的一些注释可以被加亮(highlighted)。这实际上是一个标志,其告诉系统应当用诸如光环效应围绕的增强视频效果来显示注释。指法是给用户的关于应当使用哪个指头来在钢琴键盘上弹奏音符的小线索。把指法分配给单独的音符,并保持在1到5的数目范围。在玩游戏的期间中,被分配了指法的游戏目标将和置于其上的数目一起滚动。Some comments in the .amm file can be highlighted (highlighted). This is actually a flag that tells the system that the annotation should be displayed with an enhanced video effect such as a halo effect surrounding it. Fingerings are small clues to the user as to which finger should be used to play a note on the piano keyboard. Assign fingerings to individual notes, and keep numbers in the 1 to 5 range. During game play, the game object to which fingerings are assigned will roll along with the number placed on it.

图11是显示根据本发明一个方面的游戏模块示例布置的框图。Fig. 11 is a block diagram showing an exemplary arrangement of game modules according to an aspect of the present invention.

当首次装载游戏时,显示斑驳状屏幕(splash screen)1100。它位于桌面的中心,并能使用户点击图标或链接,从而将用户带到主办公司的网站,从该网站上用户可以下载用于游戏的新乐曲。同样,存在到用于游戏HTML文件的链接。When the game is first loaded, a splash screen 1100 is displayed. It sits in the center of the desktop and enables the user to click on an icon or link that takes the user to the host company's website from where they can download new music for the game. Also, there is a link to the HTML file for the game.

欢迎屏幕1110允许四种选项。首先,它允许选择下面将要说明的主菜单。其次,它允许操作的即时弹奏模式,在下面结合项目1140说明,它采取在游戏中弹奏最后乐曲的所有先前建立的配置。来自主菜单的第三选项可使用户进入分数屏幕,在此以可见方式显示游戏分数。最后,主菜单1120具有退出游戏和返回到操作系统的选项。Welcome screen 1110 allows four options. First, it allows selection of the main menu explained below. Second, it allows an instant play mode of operation, described below in conjunction with item 1140, which assumes all previously established configurations for playing the last piece in the game. A third option from the main menu takes the user to the score screen where the game score is displayed visually. Finally, the main menu 1120 has options to exit the game and return to the operating system.

从主菜单1120有三种选项。如果选择快速弹奏选项,则用户直接进入结合1140说明的快速弹奏模式,其中用户可以自由装载任何乐曲,选择若干选项并开始练习。无需选择或创建任何概要(profile)。在第二主菜单选项中,职业模式,用户要创建概要,并将面临在若干级别和若干不同钢琴方法中预先确定的若干挑战。这些将在下文结合职业模式1150进行详细讨论。From the main menu 1120 there are three options. If the quick play option is selected, the user directly enters the quick play mode in conjunction with 1140 instructions, wherein the user can freely load any melody, select several options and start practicing. There is no need to select or create any profiles. In the second main menu option, career mode, the user is to create a brief and will face several challenges predetermined in several levels and in several different piano methods. These are discussed in detail in connection with career mode 1150 below.

同样从主菜单可以选定游戏建立1130。在游戏建立中,可以配置若干游戏目标,这些目标将在下文详细说明。Game build 1130 can also be selected from the main menu. In game builds, several game goals can be configured, which are explained in detail below.

即时弹奏1140允许用户不经历开始选项的麻烦就弹奏游戏。当采取包括最后弹奏乐曲的先前开始选项的参数时,如果游戏是最初安装并且还没有弹奏过任何乐曲,则采取默认乐曲。即时弹奏没有菜单,它只是游戏弹奏的捷径。Instant Play 1140 allows the user to play the game without going through the hassle of starting options. When taking parameters including the previous start option of the last played tune, the default tune is taken if the game was originally installed and no tune has been played. Instant Play doesn't have a menu, it's just a shortcut to play the game.

图12是显示可用于实现本发明各方面的示例计算机细节的框图。随后的对本发明的说明是示例性的。然而,应当清楚地理解,无需在此描述的特定细节也可以实现本发明。以框图形式显示已知结构和装置,从而避免不必要的对本发明的混淆。期望至少本发明的一部分在例如互联网的网络上实现。这种网络的一个例子也在图12中描述出来。Figure 12 is a block diagram showing details of an example computer that may be used to implement aspects of the invention. The ensuing description of the invention is exemplary. However, it is clearly understood that the present invention may be practiced without the specific details described herein. Known structures and devices are shown in block diagram form in order to avoid unnecessarily obscuring the present invention. It is contemplated that at least a portion of the present invention will be implemented on a network such as the Internet. An example of such a network is also depicted in Figure 12.

图12是显示实现本发明一个实施例的计算机系统100的框图。计算机系统100包括:总线102或其他用于传送信息的通信机构,以及和总线102联接用于处理信息的处理器104。计算机系统100还包括:主存储器106,例如随机存取存储器(RAM)或其他动态存储装置,其联接到总线102,以用于存储信息和由处理器104执行的指令。在处理器104执行指令期间,主存储器106还可以用于存储临时变量或其他中间信息。计算机系统100进一步包括:只读存储器(ROM)108或其他静态存储装置,其联接到总线102,以用于存储静态信息和用于处理器104的指令。提供了例如磁盘或光盘的存储装置110,并将其联接到总线102,以用于存储信息和指令。FIG. 12 is a block diagram showing a computer system 100 implementing one embodiment of the present invention. Computer system 100 includes a bus 102 or other communication mechanism for communicating information, and a processor 104 coupled with bus 102 for processing information. Computer system 100 also includes a main memory 106 , such as a random access memory (RAM) or other dynamic storage device, coupled to bus 102 for storing information and instructions for execution by processor 104 . Main memory 106 may also be used to store temporary variables or other intermediate information during execution of instructions by processor 104 . Computer system 100 further includes a read only memory (ROM) 108 or other static storage device coupled to bus 102 for storing static information and instructions for processor 104 . A storage device 110, such as a magnetic or optical disk, is provided and coupled to bus 102 for storing information and instructions.

计算机系统100可经总线102联接到诸如阴极射线管(CRT)的显示器112,以用于显示信息给计算机用户。输入装置114,包括例如字母数字或其他键,联接到总线102,用于传送信息和命令选择给处理器104。另一类型的用户输入装置是光标控制器116,例如鼠标、跟踪球、或光标指向键,其用于传送方向信息和命令选择给处理器104,并用于控制在显示器112上的光标移动。此输入装置典型地具有在两个轴上的两种程度的自由度,第一轴(例如x)和第二轴(例如y),其允许装置指定在平面上的位置。Computer system 100 may be coupled via bus 102 to display 112, such as a cathode ray tube (CRT), for displaying information to a computer user. An input device 114 , including, for example, alphanumeric or other keys, is coupled to bus 102 for communicating information and command selections to processor 104 . Another type of user input device is cursor control 116 , such as a mouse, trackball, or cursor pointing keys, for communicating direction information and command selections to processor 104 and for controlling cursor movement on display 112 . This input device typically has two degrees of freedom in two axes, a first axis (eg x) and a second axis (eg y), which allow the device to specify a position on a plane.

计算机系统100响应于处理器104来执行包含在主存储器106内的一个或多个指令的一个或多个序列进行操作。这些指令可能从例如存储装置110的其他计算机可读介质中读入主存储器106。包含在主存储器106中的指令序列的执行使处理器104执行在此所述的处理步骤。在另一选择的实施例中,可以使用硬线电路来代替或和软件指令组合来实现本发明。因此,本发明实施例不限于任何硬件电路和软件的特定组合。Computer system 100 operates in response to processor 104 executing one or more sequences of one or more instructions contained within main memory 106 . These instructions may be read into main memory 106 from other computer-readable media, such as storage device 110 . Execution of the sequences of instructions contained in main memory 106 causes processor 104 to perform the process steps described herein. In alternative embodiments, hard-wired circuitry may be used instead of or in combination with software instructions to implement the invention. Thus, embodiments of the invention are not limited to any specific combination of hardware circuitry and software.

在此使用的术语“计算机可读介质”指的是参与到提供指令给处理器104供其执行的任何介质。这样的介质可有多种形式,包括但不限于,非易失介质,易失介质,以及传输介质。非易失介质包括例如,诸如存储装置110的光或磁盘。易失介质包括诸如主存储器106的动态存储器。传输介质包括同轴电缆、铜线和光纤,其包括包含总线102的导线。传输介质还可以是声波或光波的形式,例如在无线波和红外数据通信中产生的那些。The term "computer-readable medium" is used herein to refer to any medium that participates in providing instructions to processor 104 for execution. Such a medium may take many forms, including but not limited to, nonvolatile media, volatile media, and transmission media. Nonvolatile media include, for example, optical or magnetic disks such as storage device 110 . Volatile media includes dynamic memory such as main memory 106 . Transmission media include coaxial cables, copper wire and fiber optics, including the wires that comprise bus 102 . Transmission media can also be in the form of acoustic or light waves, such as those generated during radio wave and infrared data communications.

计算机可读介质的普通形式包括例如,软盘,软碟,硬盘,磁带,或任何其他磁性介质,CD-ROM,任何其他光介质,穿孔卡,纸带,任何其他有孔式样的物理介质,RAM,PROM,和EPROM,FLASH-EPROM,任何其他存储器片或卡带,下文中描述的载波,或任何其他计算机可读的介质。Common forms of computer readable media include, for example, floppy disks, floppy disks, hard disks, magnetic tape, or any other magnetic media, CD-ROMs, any other optical media, punched cards, paper tape, any other physical media that has a pattern of holes, RAM , PROM, and EPROM, FLASH-EPROM, any other memory chip or cartridge, carrier waves described below, or any other computer-readable medium.

可以有不同形式的计算机可读介质参与承载一个或多个指令的一个或多个序列给处理器104,以用于执行。例如,指令最初可能被承载在远程计算机的磁盘中。该远程计算机可将指令装载到其动态存储器中,并使用调制解调器经电话线发送来该指令。计算机系统100的本地调制解调器可接收电话线上的数据,并使用红外发射机将数据转化为红外信号。红外检测器可以接收承载在红外信号内的数据,且适当的电路可将数据放于总线102上。总线102将数据传送到主存储器106,处理器104可从此检索并执行指令。在处理器104执行之前或之后,由主存储器106接收的指令可选的可存储在存储装置110内。Various forms of computer readable media may be involved in carrying one or more sequences of one or more instructions to processor 104 for execution. For example, instructions may initially be carried on a disk in a remote computer. The remote computer can load the instructions into its dynamic memory and send the instructions over a telephone line using a modem. A modem local to computer system 100 can receive the data on the telephone line and use an infrared transmitter to convert the data to an infrared signal. An infrared detector can receive the data carried in the infrared signal and appropriate circuitry can place the data on bus 102 . Bus 102 carries the data to main memory 106 , from which processor 104 can retrieve and execute the instructions. The instructions received by main memory 106 may optionally be stored in storage device 110 either before or after execution by processor 104 .

计算机系统100还包括联接到总线102的通信接口118。通信接口118提供联接到网络链路120的双向数据通信,该网络链路120联接到本地网络122。例如,通信接口118可以是综合业务数字网(ISDN)卡或调制解调器,以提供到相应类型电话线的数据通信连接。另一个例子,通信接口118可以是局域网(LAN)卡,以提供到兼容LAN的数据通信连接。还可以用无线链路实现。在任何这种实现中,通信接口118发送和接收承载代表不同信息类型的数字数据流的电气、电磁或光信号。Computer system 100 also includes a communication interface 118 coupled to bus 102 . Communication interface 118 provides bidirectional data communication coupled to network link 120 , which is coupled to local network 122 . For example, communication interface 118 may be an Integrated Services Digital Network (ISDN) card or a modem to provide a data communication connection to a corresponding type of telephone line. As another example, communication interface 118 may be a local area network (LAN) card to provide a data communication connection to a compatible LAN. It can also be implemented with a wireless link. In any such implementation, communication interface 118 sends and receives electrical, electromagnetic or optical signals that carry digital data streams representing various types of information.

网络链路120典型地经一个或多个网络提供数据通信到其他数据装置。例如,网络链路120可经本地网络122提供到主计算机124或到由互联网服务提供商(ISP)126操作的数据设备的连接。ISP126接着经环球分组数据通信网络(现在通常指的是“互联网”128)提供数据通信服务。本地网络122以及互联网128都使用承载数字数据流的电气、电磁或光信号。承载数字数据到/从计算机系统100的经过不同网络的信号以及在网络链路120上、并通过通信接口118的信号是传送信息的载波的示例形式。Network link 120 typically provides data communication to other data devices via one or more networks. For example, network link 120 may provide a connection via local network 122 to host computer 124 or to data equipment operated by an Internet Service Provider (ISP) 126 . ISP 126 then provides data communication services via a worldwide packet data communication network (now commonly referred to as the "Internet" 128). Local network 122 and Internet 128 both use electrical, electromagnetic or optical signals that carry digital data streams. The signals that carry the digital data to/from computer system 100 through the various networks and the signals on network link 120 and through communication interface 118 are example forms of carrier waves carrying the information.

计算机系统100可以经网络、网络链路120和通信接口118发送消息和接收数据,包括程序代码。在互联网的例子中,服务器130可经互联网128、ISP126、本地网络122以及通信接口118发射用于应用程序的请求代码。当接收到代码时,就由处理器104执行接收到的代码,和/或将其存储在存储装置110,或其他非易失存储器中,以用于稍后执行。用这种方式,计算机系统100可以用载波形式获得应用代码。Computer system 100 can send messages and receive data, including program code, via a network, network link 120 and communication interface 118 . In the Internet example, server 130 may transmit the request code for the application via Internet 128 , ISP 126 , local network 122 , and communication interface 118 . When code is received, it is executed by processor 104 and/or stored in storage device 110, or other non-volatile memory, for later execution. In this manner, computer system 100 can obtain the application code in the form of a carrier wave.

现在将说明每个弹奏模式。Each play mode will now be explained.

A.快速弹奏A. Play fast

快速弹奏允许不经历职业模式(0部分)挑战就弹奏游戏。它还允许装载乐曲文件并自由弹奏。在快速弹奏中,弹奏者可以选择训练或动态模式。Quick play allows to play the game without going through the challenges of Career Mode (Part 0). It also allows song files to be loaded and played freely. In Quick Play, the player can choose between training or dynamic modes.

1.快速弹奏模式1. Quick play mode

在选择快速弹奏后,用户可以在两种不同的弹奏模式之间选择:After selecting Quick Play, the user can choose between two different playing modes:

●训练模式●Training mode

训练模式允许用户在可装载到游戏中的任何乐曲上练习游戏。The training mode allows the user to practice the game on any song that can be loaded into the game.

●动态模式●Dynamic mode

动态模式和训练模式类似,除了它具有若干可以切换成开启和关闭的不同动态。这些动态提出了附加挑战。每个动态都有若干可以调节的变量,并随着游戏进行而在演奏者上逐渐变化。下面是示例性动态列表:Dynamics mode is similar to training mode, except it has several different dynamics that can be toggled on and off. These dynamics present additional challenges. Each dynamic has several adjustable variables that gradually change on the player as the game progresses. The following is an example dynamic list:

●节奏渐进调节:开|关●Progressive rhythm adjustment: ON|OFF

●敲击窗口逐渐关闭:开|关●Tap the window to gradually close: ON|OFF

●随机颜色褪去:开|关●Random Color Fading: On|Off

●转换到符号:开|关● Switch to Symbol: On|Off

所有上述动态游戏元件将在第25页0部分中的开始选项下进行进一步定义。All of the above dynamic game elements will be further defined on page 25, section 0, under Start Options.

2.装载乐曲2. Load music

装载乐曲是游戏的一部分,其涉及装载已存储在本地计算机硬装置上的乐曲。用户能够通过文件搜索或简化的乐曲浏览器来浏览在他们硬盘上的特定乐曲。Loading a track is the part of the game that involves loading a track that is already stored on the local computer hardware. Users can browse for specific tracks on their hard drive via file search or a simplified track browser.

3.互联网乐曲3. Internet music

虽然本发明不能从web站点上直接将乐曲装载到游戏中,但是,它的特征是一条链路,其将打开Web浏览器(例如Internet Explorer,或Netscape)到web站点的一部分,从那里可以下载更多乐曲。用户能手动从web站点上下载乐曲,并然后在游戏中打开这些乐曲。在斑驳状屏幕上提供该链路。While the present invention cannot directly load music into the game from a web site, it features a link that will open a web browser (such as Internet Explorer, or Netscape) to a portion of the web site from where it can be downloaded. More songs. Users can manually download music from the web site, and then open these music in the game. This link is provided on a mottled screen.

B.职业模式B. Career Mode

职业模式允许弹奏者通过经历不同的钢琴方法和级别,面临级别内的不同挑战来完成游戏。Career mode allows players to complete the game by going through different piano methods and levels, facing different challenges within levels.

1.综述1. Overview

在钢琴方法(0部分)内我们具有级别(0部分)。级别具有预定数目的特定和可用的挑战(0部分)。个人可以把来自级别内的任何挑战应用到来自该级别内的任何乐曲上。当满足了级别要求时,该级别完成。级别要求可以是,例如10首乐曲中至少完成7首,并对每个弹奏的乐曲应用5个挑战中的至少3个挑战。一旦满足级别得到要求,则开启下一级别。通过比最低要求做得更多可以获得较高的级别分数。额外的成就用更多点数来奖励,并开启额外的图形主题。Inside the piano method (section 0) we have levels (section 0). Levels have a predetermined number of specific and available challenges (section 0). Individuals can apply any challenge from a level to any composition from that level. A level is completed when the level requirements are met. Level requirements may be, for example, completion of at least 7 out of 10 pieces and applying at least 3 of the 5 challenges to each piece played. Once the level is met, the next level is opened. Higher level points can be earned by doing more than the minimum requirement. Additional achievements are rewarded with more points and unlock additional graphic themes.

2.概要2. Summary

在职业模式中需要概要来玩游戏。概要对每个游戏用户分别保持对职业模式内的所有游戏程序的跟踪。Compendium is required to play the game in career mode. Summary Keep track of all game programs in the career mode for each game user.

●创建概要●Create summary

在用户能够开始以职业模式内弹奏之前,他必须要做的第一件事情是创建概要。用户可以从多个可用图标中选择一个图标,并将其指定给他们的名称,类似于在用户能够开始使用系统之前他们能够在Window XP操作系统上所作的方式。然后,游戏将提示他们的名称,以及他们想要以何种模式开始玩游戏,即,初学者、学生或教师。所有上述信息都保存在计算机硬盘上,并和用于该用户的全部游戏处理保存在一起。Before a user can start playing in career mode, the first thing he has to do is create a synopsis. Users can select an icon from among the many available and assign it to their name, similar to how they were able to do on the Window XP operating system before users were able to start using the system. The game will then prompt them with their name and which mode they want to start playing in, ie beginner, student or teacher. All of the above information is stored on the computer's hard drive along with all game processing for that user.

●装载概要●Loading summary

如果用户回到游戏,并已保存了现存概要,则他可以从可用概要列表中选择他的概要。这样就可以从他上次离开的地方继续弹奏。If the user comes back to the game and has saved an existing profile, he can select his profile from the list of available profiles. This will pick up where he left off.

●删除概要●Delete summary

用户能删除现存概要。将弹出确认对话以确定概要不是被意外删除。Users can delete existing profiles. A confirmation dialog will pop up to make sure the profile was not accidentally deleted.

3.钢琴方法3. Piano method

用户能从可用方法列表中选择钢琴方法。在钢琴方法选择屏幕上,有顶级弹奏者和他们的分数,完成的级别数目,以及在该方法上所花的全部时间。每个可用于弹奏的钢琴方法都随图标以及该方法的一些短文本说明一起列出。The user can select the piano method from a list of available methods. On the piano method selection screen, there are the top players and their scores, the number of levels completed, and the total time spent on the method. Each available piano method for playing is listed with an icon and some short text description of the method.

4.级别4. Level

用户能从钢琴方法内选择级别。通过完成在先级别而开启较高级别。级别选择屏幕的布局和钢琴方法选择屏幕的相似。在列表上的每个级别选择和一个简短说明、图标一起显示。对于每个级别的顶级弹奏者列表也将加亮显示以供选择。一旦在列表中加亮显示一个级别,则在该级别上实现的过程(progress)统计也将显示。示例性统计包括:弹奏所花全部时间,以及在一个级别内目前为止所完成的挑战数目。The user can select a level from within the piano method. A higher level is unlocked by completing the previous level. The layout of the level selection screen is similar to that of the piano method selection screen. Each level selection on the list is displayed along with a short description, icon. A list of top performers for each level will also be highlighted for selection. Once a level is highlighted in the list, progress statistics achieved on that level will also be displayed. Exemplary statistics include: total time spent playing, and number of challenges completed so far within a level.

每个级别都具有预定的乐曲和挑战的最小数目,需要完成该最小数目,以前进到下一级别。同样,每个级别具有以主旋律形式的奖励,当完成一个级别时,该主旋律被开启。Each level has a predetermined minimum number of pieces and challenges that need to be completed in order to advance to the next level. Also, each level has a reward in the form of a theme that is turned on when a level is completed.

5.乐曲5. Music

乐曲是方法和级别分层结构中的最后一项。对于每个级别都有若干可用乐曲。在职业模式中的可用乐曲是预先配置的,例如,不允许音轨编辑。在按照现状的基础上弹奏这些乐曲,而不具有改变游戏环境的能力,但在0部分所描述的快速弹奏中是可以的。Composition is the last item in the method and level hierarchy. There are several songs available for each level. The songs available in career mode are pre-configured, for example, no track editing is allowed. Play these pieces on an as-is basis, without the ability to change the game environment, but it is possible in the fast play described in part 0.

在钢琴方法中可用的乐曲可以是本发明支持的任何文件格式。来自钢琴方法内的可用乐曲是不可从操作系统调换的。换句话说,用户不能为了在游戏中获得更好分数而用难度较低的乐曲来替换这些乐曲。Music pieces available in the piano method can be in any file format supported by the present invention. Songs available from within the piano method are not swappable from the operating system. In other words, the user cannot replace these tunes with less difficult tunes in order to get a better score in the game.

6.挑战6. Challenge

本游戏的特征是给用户若干挑战。这些挑战被设计成在训练各种技巧中提供协助。本发明的特征是以下类型的挑战:The game features several challenges for the user. These challenges are designed to assist in the training of various skills. The present invention is characterized by the following types of challenges:

●节拍●Beat

以乐曲文件节奏的50%开始,然后逐渐增加。当以快于默认乐曲文件节拍弹奏时,则奖励加分点数。弹奏者需要保持在精确度参数内以继续弹奏,即90%。可允许的最大参数是能够由挑战创建者定义的参数。Starts at 50% of the tempo of the song file and increases gradually. Bonus points are awarded when playing faster than the default song file tempo. The player needs to stay within the accuracy parameters to continue playing, which is 90%. The maximum allowable parameter is a parameter that can be defined by the challenge creator.

●节奏精度挑战●Rhythm accuracy challenge

在此挑战中,敲击窗口逐渐闭合到挑战创建者预先定义的大小。开始大小是用户可定义的参数。弹奏者需保持在精确度参数内以继续弹奏。In this challenge, the tap window gradually closes to a size predefined by the challenge creator. The start size is a user-definable parameter. Players need to stay within the accuracy parameters to continue playing.

●主要拍子●Main tempo

该挑战是保持预定精确度级别之内来击打主要拍子。主要拍子由挑战创建者定义。当击打敲击窗口内的其他音符(非主要拍子)时没有处罚。The challenge is to hit the main beat while staying within a predetermined level of accuracy. Primary beats are defined by the challenge creator. There is no penalty when hitting other notes (non-dominant beats) within the strike window.

●弱拍●Upbeat

和主要拍子的挑战类似,弱拍挑战需要保持在预定精确度级别内来击打弱拍。当击打敲击窗口内其他音符(非弱拍)时没有处罚。Similar to the main beat challenge, the off beat challenge requires hitting the off beat within a predetermined level of accuracy. There is no penalty when hitting other notes (non-upbeat) within the strike window.

●颜色褪落●Color fades

在选定的或随机时间,游戏中表示音符的彩色目标变为黑和白。随乐曲进行,逐渐褪落颜色的游戏目标数量逐渐增加。At selected or random times, colored objects representing musical notes in the game change to black and white. As the song progresses, the number of game objects that fade in color gradually increases.

●音符持续时间(连奏)●Note duration (legato)

该挑战是保持压下钢琴键一段正确的音符持续时间。弹奏者需要保持在例如90%的精确参数内以继续弹奏。The challenge is to keep a piano key depressed for the correct note duration. The player needs to stay within, say, 90% of the exact parameters to continue playing.

●旋转●Rotate

屏幕从垂直旋转到水平位置。弹奏者需要保持在精确度参数内以继续弹奏。如果用户掌握了此挑战,则他们将学会键盘和标准音乐旋转之间的关系。The screen rotates from vertical to horizontal position. The player needs to stay within the precision parameters to continue playing. If users master this challenge, they will learn the relationship between keyboard and standard musical rotation.

●可见度● Visibility

引入一系列可见度挑战,以促使弹奏者记住他/她正弹奏的音乐片段。例如,一块云状物可以进入游戏区域,并覆盖一部分屏幕,使用户难于看见游戏目标。在发展过程中可进一步定义可见度挑战。Introduce a series of visibility challenges to prompt the player to remember the piece of music he/she is playing. For example, a cloud can enter the play area and cover part of the screen, making it difficult for the user to see game objects. Visibility challenges can be further defined during development.

●响度(速度)●loudness (speed)

乐曲的某些部分将具有用户需要保持的不同速度参数(强音,钢琴等)。用户需要保持在精确度参数内以继续弹奏。仅在触摸敏感的钢琴键盘上此挑战才可用。Certain parts of the piece will have different tempo parameters (forte, piano, etc.) that the user needs to maintain. The user needs to stay within the accuracy parameters to continue playing. This challenge is only available on the touch sensitive piano keyboard.

7.创建自定义钢琴方法7. Create a custom piano method

创建自定义钢琴模式涉及创建一种空方法,即,它是在级别内部创建级别,并添加乐曲到级别中。自定义钢琴方法不包括奖励、高分列表或图形主题。在其是自定义钢琴方法一部分的任何乐曲上可以弹奏所有挑战。自定义钢琴方法应当能以某种方式存储,从而可在本发明的用户之间复制或共享。自定义钢琴方法是具有文件和简单配置文件的文件夹。所有级别都是开启的,并可用自定义钢琴方法来弹奏。自定义钢琴方法的想法允许教师为他们那些是本发明用户的学生创建作业。Creating a custom piano pattern involves creating an empty method, ie, it creates a level inside a level, and adds a piece to the level. The custom piano method does not include rewards, high score lists or graphic themes. All challenges can be played on any piece that is part of a custom piano approach. Custom piano methods should be able to be stored in some way so that they can be copied or shared among users of the invention. The custom piano method is a folder with files and a simple configuration file. All levels are open and playable with the custom piano method. The idea of a custom piano approach allows teachers to create assignments for their students who are users of the invention.

C.开始选项C. Start option

开始选项是用户在开始玩游戏之前配置的选项。可用开始选项的数目取决于游戏模式。在某些模式中,某些选项是不可用的,是灰色的或被省略。然而,不管游戏以什么模式开始,为了开始游戏,用户必须通过这些选项。此规则的一个例外是即时弹奏,它省略了配置开始选项,并采取所有用于弹奏的默认值。在不同游戏模式中开始选项的首选可用性包括在CD-ROM附件中。Start options are options that the user configures before starting to play the game. The number of start options available depends on the game mode. In some modes, some options are unavailable, grayed out or omitted. However, regardless of the mode the game is started in, the user must go through these options in order to start the game. An exception to this rule is Play Now, which omits the configure start option and takes all default values for playing. The preferred availability of start options in different game modes is included in the CD-ROM attachment.

下面是所有开始选项列表,并伴有简短说明:Below is a list of all start options with short descriptions:

●屏幕方向:V|H|旋转●Screen orientation: V|H|rotation

该选项定义了屏幕方向。一些用户喜欢以垂直模式开始游戏弹奏,然而一些喜欢水平模式。还可能以屏幕逐渐开始从垂直方向旋转到水平方向的模式开始游戏弹奏。This option defines the screen orientation. Some users prefer to start playing in vertical mode, while some prefer horizontal mode. It is also possible to start playing the game in a mode in which the screen gradually starts to rotate from the vertical orientation to the horizontal orientation.

●注释:开|关●Comment: ON|OFF

该开关使注释开启/关闭。注释包含在.amm内部文件格式中,并当注释的游戏目标滚动时,涉及在游戏屏幕上显示“post-it”文本附注类型。This switch turns annotations on/off. Annotations are contained in the .amm internal file format and involve a "post-it" text annotation type displayed on the game screen when the annotated game object scrolls.

●指法:开|关●Fingering: ON|OFF

该开关开启/关闭指法信息。和注释类似,指法包括在.amm内部文件格式内。当启动指法时,如果这样标记,则游戏目标将显示从1到5的数字,用于指导用户要用哪个手指来在钢琴键盘上正确瞄准游戏目标。This switch turns fingering information on/off. Similar to annotations, fingerings are included in the .amm internal file format. When fingering is enabled, the game object will display a number from 1 to 5, if so marked, to guide the user which finger to use to correctly aim the game object on the piano keyboard.

●冻结:开|关●Freeze: On|Off

该开关启动或禁用在游戏弹奏中访问冻结菜单的能力,如下所述。This switch enables or disables the ability to access the freeze menu while playing the game, as described below.

●每屏幕主要拍子数●Principal beats per screen

该选项允许用户选择在游戏弹奏过程中在屏幕垂直方向有多少主要拍子或小节,允许快速乐曲能足够预测,从而准备下一音符。This option allows the user to choose how many major beats or measures are vertical to the screen during game play, allowing fast pieces to be predictable enough to prepare for the next note.

●目标:长|短|符号●Target: long|short|symbol

该选项允许在不同类型的游戏目标之间进行选择。长目标是那些可以拉动以代表音乐音符实际持续时间的目标,例如:链条。然而,短目标是那些仅代表音乐音符开始点的目标,且不代表持续时间,即足球或气球。当选择符号时,用户可以在游戏弹奏过程中看见音乐符号而非游戏目标。This option allows to choose between different types of game objectives. Long targets are those that can be pulled to represent the actual duration of a musical note, eg: chains. However, short goals are those that represent only the starting point of a musical note and not the duration, i.e. soccer balls or balloons. When symbols are selected, the user can see musical symbols instead of game objects during game play.

●符号:附属|音调符号●Symbols: Subsidiary | Diacritics

该选项允许在不同类型的音乐符号之间进行选择。仅当符号被选做游戏目标时才可用。This option allows to choose between different types of music notation. Available only if the symbol is selected as the game object.

●主题选择●Theme selection

主题选择是一个允许选择不同游戏主题的GUI元素组。主题包括背景和不同的游戏目标。可将不同的背景组合到不同游戏目标中。然而,在职业模式(0部分)中尚未开启的主题不可用于选择。Theme selection is a group of GUI elements that allow selection of different game themes. Themes include backgrounds and different game objectives. Different backgrounds can be combined into different game objects. However, themes that have not been turned on in Career Mode (Part 0) are not available for selection.

●颜色:开|关●Color: On|Off

该开关打开/关闭游戏目标以及屏幕上的虚拟钢琴键盘的颜色。基本上,如果触发“开”-则所有游戏目标和钢琴键都用不同颜色编码显示,否则,这些目标是黑和白的。This switch turns on/off the color of the game objects and the virtual piano keyboard on the screen. Basically, if trigger "on" - then all game objects and piano keys are displayed in different color codes, otherwise, the objects are black and white.

●音轨选择(包含范围预览,有效键)●Track selection (including range preview, valid keys)

此部分允许直观选择在已装载乐曲文件中的音轨。一旦装载了乐曲,则显示可用音轨列表,且用户能选择那些他/她想在游戏中弹奏的音轨。一旦用户选定音轨,程序将自动寻找用于它的音乐音符的范围,并在显示在屏幕上的钢琴键盘(即C2-B3)上把它标记出来。对于所有选定音轨都是计算范围。例如,如果选择了两个音轨:音轨1和音轨2-则范围是为两个音轨而标记的,好像这两个音轨是一个音轨一样。预览范围十分重要,因为它允许用户察看选定音轨的范围是否适合到附属的MIDI键盘上,即在具有4个八度音阶的键盘上弹奏一段跨越6个八度音阶的乐曲实际上是不可能的。此外,用户能点击独立的钢琴键,并将其标识为有效或无效的。通过默认,范围内的所有键都标识为有效的。在游戏弹奏过程中,假设用户仅负责敲击那些有效的钢琴键。This section allows intuitive selection of tracks in the loaded song file. Once the song is loaded, a list of available tracks is displayed and the user can select those tracks he/she wants to play in the game. Once the user selects a track, the program will automatically find the range of musical notes used for it and mark it on the piano keyboard (ie C2-B3) displayed on the screen. The range is calculated for all selected audio tracks. For example, if two tracks are selected: Track 1 and Track 2 - the range is marked for both tracks as if the two tracks were one. The range preview is important because it allows the user to see if the range of the selected track fits on the attached MIDI keyboard, i.e. playing a piece spanning 6 octaves on a keyboard with 4 octaves is actually impossible. Additionally, the user can click on individual piano keys and mark them as valid or invalid. By default, all keys in the scope are identified as valid. During game play, it is assumed that the user is only responsible for hitting those valid piano keys.

●用于音轨的乐器选择●Instrument selection for audio tracks

赋予用户改变任何选定的将要在游戏中弹奏音轨的通用MIDI乐器的能力。用户可以从一个128个通用MIDI级别1乐器的下拉菜单中为每个音轨简单地选择一种乐器。Gives the user the ability to change any selected GM MIDI instrument that will play the track in the game. Users can simply select an instrument for each track from a drop-down menu of 128 General MIDI Level 1 instruments.

●伴奏音轨选择●Accompaniment track selection

还赋予用户为他们想要为游戏弹奏的乐曲选择伴奏音轨的能力。在背景中以可听见方式来播放伴奏音轨。一些人会发现伴奏是有益的,而另一些会分心,因此这些选项是可选的。Users are also given the ability to choose the backing track for the piece they want to play for the game. The backing track plays audibly in the background. Some people will find the accompaniment rewarding, while others will be a distraction, so these options are optional.

●用于伴奏音轨的乐器选择●Instrument selection for accompaniment tracks

和为要在游戏中弹奏的音轨进行的乐器选择类似,赋予用户改变用于任意选定的伴奏音轨的通用MIDI乐器的能力。用户可以从一个128个通用MIDI级别1乐器的下拉菜单中为每个伴奏音轨简单地选择一种乐器。Similar to instrument selection for tracks to be played in-game, gives the user the ability to change the GM MIDI instrument used for any selected accompaniment track. Users can simply select an instrument for each accompaniment track from a drop-down menu of 128 General MIDI Level 1 instruments.

●合并选定音轨●Merge selected audio tracks

该选项允许将若干选定音轨合并为一个。该操作并不改变原始文件的内容,而是在装载文件上在计算机存储器内执行。This option allows to merge several selected audio tracks into one. This operation does not change the content of the original file, but is performed in computer memory on the loaded file.

●删除音轨●Delete audio track

从存储器中删除音轨。删除的音轨并没有从乐曲文件中删除。Delete the audio track from memory. Deleted tracks are not deleted from the song file.

●音轨的左右手划分●Left and right-hand division of audio tracks

如果仅选定一个音轨,则该选项被启动。执行该选项会将单个音轨划分为两个音轨,且对两只手分开地安排音乐内容。即,第一音轨容纳用左手弹奏的音乐音符,而第二音轨是要用右手弹奏的。This option is enabled if only one audio track is selected. Enabling this option will divide a single track into two tracks and arrange the music content separately for both hands. That is, the first track holds musical notes played with the left hand, while the second track is intended to be played with the right hand.

●对选定音轨进行变调● Transpose the selected track

该选项通过升半音或降半音对选定的音轨进行变调。This option transposes the selected audio track by sharps or flats.

●音轨建立●Track creation

此部分允许用户为装载文件的任意音轨配置MIDI输出端口和通道。例如,一个用户可能喜欢听位于第三MIDI端口的合成器的第十一通道上的2#音轨伴奏。This section allows the user to configure the MIDI output port and channel for any track on which the file is loaded. For example, a user may like to listen to track #2 accompaniment on the eleventh channel of a synthesizer located on the third MIDI port.

●节拍器:开|关●Metronome: On|Off

该开关启动或禁用在游戏弹奏过程中听到的音频节拍器。This switch enables or disables the audio metronome heard during game play.

●练习挑战选择●Practice challenge selection

该部分允许从所有嵌入游戏的挑战中选择一个挑战,并且它是如上所述的职业模式的一部分。通过允许此功能,用户可以在他们希望的任何乐曲上灵活练习不同的挑战。This section allows a challenge to be chosen from all the challenges embedded in the game, and it is part of the career mode as mentioned above. By allowing this functionality, users have the flexibility to practice different challenges on any piece of music they wish.

●节奏选择●Rhythm selection

该选项允许选择在游戏弹奏期间所使用的节奏。该选项的一部分是称为“MIDI节奏:开|关”的开关,其可以用当前装载乐曲所指定的节奏来弹奏。如果该开关启动,并且当前乐曲文件特点是节奏变化,则游戏速度将自动调节。This option allows selection of the tempo used during game play. Part of this option is a switch called "MIDI Rhythm: On | Off", which allows you to play at the tempo specified by the currently loaded song. If the switch is on, and the current song file features tempo changes, the game tempo will be adjusted automatically.

●敲击窗口调节●Tap the window to adjust

该选项允许调节游戏敲击窗口的高度。This option allows adjusting the height of the game tap window.

●背景:开|关|暗度%● Background: On | Off | Darkness %

该选项启动、禁用或允许背景暗度的调节。暗度值范围从0%到100%。This option enables, disables or allows adjustment of background darkness. The darkness value ranges from 0% to 100%.

●测量:开|关●Measurement: On|Off

该开关启动或禁用和游戏目标一起滚动的视觉测量。This switch enables or disables visual measurements that scroll with game objects.

●目标向导:开|关●Target Guidance: On|Off

该开关启动或禁用可见轨迹引导线。This switch enables or disables visible track guides.

●统计(覆盖):开|关●Statistics (Override): On|Off

该开关开启或关闭屏幕上的统计、分数等。This switch turns on or off on-screen statistics, scores, etc.

●键盘:自动|2八度|4八度|5八度●Keyboard: Auto | 2 octaves | 4 octaves | 5 octaves

该选项允许选择在游戏弹奏中使用的屏幕上键盘的尺寸。用户可在2八度、4八度或5八度的键盘版本之间选择。自动键盘尺寸选择同样可用。游戏支持3种键盘尺寸:2、4和5八度。This option allows selection of the size of the on-screen keyboard used in game play. Users can choose between 2-octave, 4-octave or 5-octave keyboard versions. Automatic keyboard size selection is also available. The game supports 3 keyboard sizes: 2, 4 and 5 octaves.

●开始键选择●Start key selection

该选项允许在屏幕上键盘上选择开始键。如果两个尺寸不同,则它在按照屏幕上键盘来校准物理MIDI键盘时非常有用。这些选择有:C0,C1,C2......C11。This option allows selection of the start key on the on-screen keyboard. It is useful in calibrating a physical MIDI keyboard to an on-screen keyboard if the two sizes are different. The choices are: C0, C1, C2...C11.

●节奏渐进调节:开|关●Progressive rhythm adjustment: ON|OFF

启动该选项将相对于装载乐曲文件中指定的节奏逐渐增加或降低游戏弹奏的节奏。例如,通过以低节奏开始游戏弹奏,用户可以用缓慢但恒定提高的节奏来练习一段音乐。Enabling this option will gradually increase or decrease the tempo of the game play relative to the tempo specified in the loaded song file. For example, by starting a game play at a low tempo, a user can practice a piece of music with a slowly but constantly increasing tempo.

●敲击窗口逐渐关闭:开|关●Tap the window to gradually close: ON|OFF

启动该选项将在游戏弹奏过程中逐渐降低敲击窗口的高度。例如,通过从敲击窗口大面积打开开始游戏弹奏,用户可以用缓慢但恒定提高的精度来练习一段音乐。Enabling this option will gradually lower the height of the tap window as the game is played. For example, by starting the game strumming from the tap window wide open, the user can practice a piece of music with slowly but constantly increasing precision.

●颜色随机褪去:开|关●Color fades randomly: ON|OFF

如果启动该选项,则在游戏弹奏过程中游戏目标将开始有选择地或随机地失去颜色,使得将游戏目标和用颜色编码的钢琴键盘之间的颜色配合更加困难。游戏目标以及屏幕上键盘的键都可以褪去颜色。If this option is enabled, game objects will start to lose color selectively or randomly during game play, making it more difficult to match colors between game objects and color-coded piano keys. Game objects can be faded as well as the keys of the on-screen keyboard.

●转变到符号:开|关● Transition to symbol: ON|OFF

启动该选项会逐渐将游戏目标转变为音乐符号。Enabling this option gradually turns game objects into musical notations.

●循环乐曲:开|关●Loop: ON|OFF

启动或禁用游戏弹奏中的乐曲循环。Enables or disables song looping in game play.

●歌词:开|关●Lyrics: On|Off

如果一个乐曲文件包括歌词,且启动该选项,则屏幕上将显示歌词。If a song file includes lyrics and this option is activated, the lyrics will be displayed on the screen.

●自动保存乐曲:开|关●Automatically save music: ON|OFF

该选项启动或禁用自动保存所有对当前装载乐曲的改动。如果启动自动保存乐曲,则提示用户用于乐曲的一个新文件名。乐曲被保存在.amm内部乐曲文件格式中。This option enables or disables automatic saving of all changes to the currently loaded song. Prompts the user for a new filename to use for the song if autosave of the song is enabled. Songs are saved in the .amm internal song file format.

●SFX音量和音乐音量●SFX volume and music volume

这些选项是用滑块的形式实现,并允许用于调节二者的音量级别、声音效果以及音乐。These options are implemented as sliders and allow for adjustment of both volume levels, sound effects and music.

●摘要部分●Summary section

这是音轨合并选项的合成。用户选择要合并的谱号(音轨)。This is a synthesis of the audio track merge options. The user selects the clefs (tracks) to merge.

●准备演唱伴随部分●Prepare to sing the accompanying part

该选项仅将文本分为小节以用于某人进行演唱伴随,而在相同活页上没有音乐符号。This option only divides the text into bars for someone to sing along with, without music notation on the same sheet.

●准备即席演奏薄主导页(lead paper)●Preparing for impromptu performance thin lead page (lead paper)

“即席演奏”薄是用于爵士乐弹奏者的、具有歌词与和音名称(Gm7)的流行乐曲的集合,并可能是主导旋律(lead melody),且他们会临时准备节拍和和声部分,将旋律和和音结构用作框架。MidiNotate软件从midi文件中提取歌词、主导旋律以及和音名称,并允许以此种方式打印。"Improvisation" is a collection of popular pieces for jazz players with lyrics and harmonic names (Gm7), and possibly lead melody, and they improvise beat and harmony parts, The melodic and harmonic structures serve as the framework. MidiNotate software extracts lyrics, lead melodies and chord names from midi files and allows printing this way.

●转录和音名称●Transcription of chord names

和音名称有多种说明方式。一个例子可以是A大调。可以简单写作A或写作A maj。There are many ways to describe the chord names. An example could be A major. It can be written simply A or written A maj.

所有上述选项都可以组合为组。例如,大量布尔选项(两种状态,开|关),其以检查在游戏GUI中的框来实现。All of the above options can be combined into groups. For example, a large number of boolean options (two states, on|off), which are implemented as check boxes in the game GUI.

D.游戏弹奏D. Play the game

这是所有动作发生的地方。游戏弹奏是实际游戏。This is where all the action happens. Gameplay is the actual game.

1.键盘捷径1. Keyboard Shortcuts

存在若干链接到不同选项的示例键盘捷径,其可在游戏弹奏过程中不停止游戏流的情况下调用。其他选项也是可能的。这些选项是:There are several example keyboard shortcuts linked to different options that can be invoked without stopping the game flow during game play. Other options are also possible. These options are:

●节奏调节       |ARROW LEFT|ARROW RIGHT●Rhythm adjustment|ARROW LEFT|ARROW RIGHT

●敲击窗口调节   |ARROW UP|ARROW DOWN●Tap the window to adjust |ARROW UP|ARROW DOWN

●警告线调节     |SHIFT+ARROW UP|SHIFT+ARROWDOWN●Warning line adjustment|SHIFT+ARROW UP|SHIFT+ARROWDOWN

●整体音量调节   |GRAY+|GRAY-●Overall volume adjustment|GRAY+|GRAY-

●节拍器         |M●Metronome|M

在某些挑战中的某些调节是不可用的,例如在以节奏挑战来进行游戏弹奏过程中,节奏调节不可用。Some adjustments are not available in some challenges, for example, rhythm adjustments are not available during game play with the rhythm challenge.

2.遗漏音符2. Missing Notes

当弹奏者遗漏了音符时,在游戏域上放置一个标记。用户能从冻结菜单中向上和向下滚动整个乐曲,从而察看他们在哪里遗漏了。When the player misses a note, a marker is placed on the playing field. Users can scroll up and down the entire song from the freeze menu to see what they missed.

3.音乐符号3. Music notation

本发明在游戏弹奏过程中能将MIDI文件转换为在屏幕上显示的音乐符号。适于实现此功能的软件的例子可在以下处找到:The invention can convert MIDI files into music symbols displayed on the screen during the game playing process. Examples of software suitable for doing this can be found at:

●Notation Technologies http://www.notationtechnologies.com/ ●Notation Technologies http://www.notationtechnologies.com/

●Notation Software,Inc http://www.notation.com/● Notation Software, Inc http://www.notation.com/ .

4.游戏目标4. Game goal

本发明的特征在于若干游戏目标,也已知为精灵(sprites)。所有游戏目标的特征是有32位彩色和字母混合的支持。游戏目标是二维的,但在屏幕上使用3D技术绘制,从而利用硬件加速3D制图的优点。这样允许容易地缩放、旋转以及字母混合。The invention features several game objects, also known as sprites. All game objects feature 32-bit color and alphanumeric support. Game objects are two-dimensional, but are drawn on the screen using 3D technology, thus taking advantage of hardware-accelerated 3D graphics. This allows for easy scaling, rotation, and letter mixing.

5.屏幕上的钢琴键盘5. On-screen piano keyboard

屏幕上的钢琴键盘有三种不同尺寸:2,4和5八度。取决于选定的钢琴键盘的尺寸,游戏目标的尺寸将相应改变,以使其宽度和屏幕上键盘键的宽度成比例。The on-screen piano keyboard comes in three different sizes: 2, 4 and 5 octaves. Depending on the size of the selected piano keyboard, the size of the game object will change accordingly so that its width is proportional to the width of the keyboard keys on the screen.

6.得分点数6. Score points

对于正确敲击音乐音符、用启动的不同动态选项进行弹奏,以及对于弹奏不同挑战等,游戏以点数来奖励用户。The game rewards the user with points for hitting musical notes correctly, playing with different dynamic options activated, and for playing different challenges.

E.冻结菜单E. Freeze menu

冻结菜单仅可从游戏弹奏中调用。它允许改变某些游戏参数,在屏幕上作注释,以及将当前弹奏的乐曲和所有注释、加亮以及指法信息一起保存到内部文件格式中。The freeze menu can only be invoked from game play. It allows changing certain game parameters, making on-screen annotations, and saving the currently played piece to an internal file format along with all annotations, highlights, and fingering information.

1.调用1. call

通过从游戏弹奏中按下键盘的ESC键而调用冻结菜单。一旦按下ESC,将发生以下情况:整个游戏冻结,垂直滚动条在屏幕上出现,以允许在整个乐曲上滚动回到已弹奏的部分或前进。注意到当游戏屏幕在旋转过程中滚动、注释、加亮或指法是不可用的。一旦该游戏被冻结,则显示一个透明帮助框,指示在屏幕上可以做什么。例如,典型文本将会是:“如果要在屏幕上创建一条注释,请点击空白处”。Invoke the freeze menu by pressing the keyboard's ESC key from within the game play. Once ESC is pressed, here's what happens: the entire game freezes, and a vertical scroll bar appears on the screen to allow scrolling back to already played parts or forward throughout the piece. Note that scrolling, annotation, highlighting or fingering are not available when the game screen is rotating. Once the game is frozen, a transparent help box is displayed indicating what can be done on the screen. For example, typical text would be: "To create a note on the screen, click on an empty space".

2.加亮和指法2. Highlighting and fingering

当用户点击任何游戏目标时,和下面所示类似的弹出菜单将出现在目标旁边:When the user clicks on any game object, a popup menu similar to the one shown below will appear next to the object:

Figure A20081017032900391
Figure A20081017032900391

从该弹出菜单中,用户通过点击方格(如上所示)可以选择加亮颜色或任一手的指法数字。无论在弹出菜单上做出何种选择,它将被应用到点击的目标。加亮也可用光环效果围绕目标的形式来进行。在上述弹出菜单上显示的颜色仅为说明起见。此外,如果一个目标早已分配了指法或加亮,则可以通过点击如上所示的“x”按钮来移除它们。From this pop-up menu, the user can select a highlight color or fingering number for either hand by clicking on the square (shown above). Whatever selection is made on the popup menu, it will be applied to the clicked target. Highlighting can also be done with a halo effect around the target. The colors shown on the above pop-up menus are for illustrative purposes only. Also, if a target already has fingerings or highlights assigned to them, they can be removed by clicking the "x" button as shown above.

3.注释3. Notes

用户能在屏幕上设置注释。这些注释稍后成为amm文件的一部分。一旦在屏幕上设置了注释,如果期望可以将其记录(保存)在文件中。用户可以添加或移除注释。注释以对话气球的形式设置在屏幕上。有若干对话气球形状以供选择。为了将注释添加到屏幕上,用户可以点击屏幕的空白处。一旦点击,将出现弹出菜单,其允许选择对话气球形状以及其箭头指针的方向。然后通过文本编辑框输入文本。也可从游戏屏幕上移除注释。为了移除注释,用户必须点击一个早已存在的注释,并然后点击将出现在其旁边的“x”按钮。游戏还允许编辑早已输入的注释。为编辑注释,和删除一条注释相似,用户必须点击早已设置的注释,并然后点击将要出现在其旁边的“edit”按钮。编辑注释以和输入注释相同的方式进行。Users can set annotations on the screen. These comments later become part of the amm file. Once an annotation is set on the screen, it can be recorded (saved) in a file if desired. Users can add or remove annotations. Annotations are placed on the screen in the form of speech balloons. There are several speech balloon shapes to choose from. In order to add a note to the screen, the user taps on an empty area of the screen. Once clicked, a popup menu will appear which allows selection of the speech balloon shape and the direction of its arrow pointer. Then enter text through the text edit box. Notes can also be removed from the game screen. In order to remove a note, the user must click on an existing note, and then click the "x" button that will appear next to it. The game also allows editing already entered notes. To edit a note, similar to deleting a note, the user must click on an already set note, and then click the "edit" button that will appear next to it. Editing comments is done in the same way as entering comments.

4.冻结菜单选项4. Freeze menu option

冻结菜单中选项的数目取决于游戏模式。对于在不同游戏模式中的冻结菜单选项的首选可用性请参见附件B。冻结菜单选项列表如下。值得注意的是多数这些选项是开始选项的子集,而开始选项在上述C部分已经定义。早已定义的选项的定义在此省略。The number of options in the freeze menu depends on the game mode. See Attachment B for preferred availability of freeze menu options in different game modes. The Freeze menu options are listed below. It is worth noting that most of these options are a subset of the start options defined in section C above. Definitions of options already defined are omitted here.

●指法:开|关●Fingering: ON|OFF

●目标:长|短|符号●Target: long|short|symbol

●符号:附属|调号●Symbol: Subsidiary|Tune Signature

●主题选择●Theme selection

●颜色:开|关●Color: On|Off

●音轨选择(包含范围预览,有效键)●Track selection (including range preview, valid keys)

●用于音轨的乐器选择●Instrument selection for audio tracks

●伴奏音轨选择●Accompaniment track selection

●用于伴奏音轨的乐器选择●Instrument selection for accompaniment tracks

●对选定音轨进行变调● Transpose the selected track

●节拍器:开|关●Metronome: On|Off

●节奏选择●Rhythm selection

●敲击窗口调节●Tap the window to adjust

●背景:开|关|暗度%● Background: On | Off | Darkness %

●测量:开|关●Measurement: On|Off

●目标向导:开|关●Target Guidance: On|Off

●状态(覆盖):开|关●Status (Override): On|Off

●开始键选择●Start key selection

●节奏渐进调节:开|关●Progressive rhythm adjustment: ON|OFF

●敲击窗口逐渐关闭:开|关●Tap the window to gradually close: ON|OFF

●随机颜色褪落:开|关●Random Color Fade: On|Off

●转换到符号:开|关● Switch to Symbol: On|Off

●循环乐曲:开|关●Loop: ON|OFF

●歌词:开|关●Lyrics: On|Off

●SFX音量和音乐音量●SFX volume and music volume

●自动保存乐曲:开|关●Automatically save music: ON|OFF

打开或关闭自动保存乐曲特性。如果启动该选项,则当做出改变时,自动将乐曲保存到先前指定的文件。Turns the autosave song feature on or off. If enabled, automatically saves the composition to the previously specified file when changes are made.

●将乐曲保存为.......●Save the Song as....

提示文件名;将当前乐曲保存到.amm文件。Prompt for filename; save current song to .amm file.

F.游戏建立F. Game Build

可从主菜单中调用游戏建立。下面是它的选项:Game Build can be invoked from the main menu. Here are its options:

●菜单选项:高级|初学●Menu options: Advanced|Beginner

该菜单选项允许在游戏中两个不同菜单选项组之间选择。高级组为那些想要将游戏发挥到极致并要求最大灵活性的用户设计,而初学组排除了若干对于平均用户或孩子太复杂的菜单选项。This menu option allows to choose between two different sets of menu options in the game. The Advanced group is designed for users who want to push their game to the limit and require maximum flexibility, while the Beginner group excludes several menu options that are too complicated for the average user or child.

●γ校正(Gamma Correction)●Gamma Correction

该选项允许调节屏幕的γ值。This option allows adjusting the gamma value of the screen.

●MIDI输入选择●MIDI input selection

该菜单选项允许选择用于游戏的MIDI输入端口。该游戏将列举系统上所有可能MIDI端口,并使它们可用于选择。This menu option allows selection of the MIDI input port used for the game. The game will enumerate all possible MIDI ports on the system and make them available for selection.

●MIDI输出选择●MIDI output selection

该菜单选项用于选择用于游戏的MIDI输出端口。游戏将列举系统上所有可能MIDI端口,并使它们可用于选择。This menu option is used to select the MIDI output port for the game. The game will enumerate all possible MIDI ports on the system and make them available for selection.

●游戏细节级别:低|中|高●Game detail level: low|medium|high

游戏细节级别启动和禁用某些CPU加强游戏视觉效果。低细节级别可能以牺牲视觉效果和整体眼睛舒适度来使游戏在低端计算机上运行。Game Detail Level Enables and disables certain CPUs to enhance game visuals. Low detail levels may make the game run on low-end computers at the expense of visuals and overall eye comfort.

●音乐和SFX音量级别●Music and SFX volume levels

这些菜单选项以滑块的形式调节用于游戏的整个声音混合器的值。SFX音量选项允许调节在游戏中弹奏的所有.wav声音的音量级别(声卡的PCM通道),而音乐音量允许调节内部声卡合成器的所有音量级别。两个滑块都可被分配从0%到100%的值。These menu options in the form of sliders adjust values for the entire sound mixer used in the game. The SFX volume option allows adjusting the volume level of all .wav sounds played in the game (PCM channel of the sound card), while the music volume allows adjusting the volume level of all internal sound card synthesizers. Both sliders can be assigned values from 0% to 100%.

●键盘范围配置● Keyboard range configuration

这是一个决定附装到计算机的键盘尺寸的选项。要求用户按下MIDI键盘上最左端和最右端的键,且游戏将计算键盘的八度音范围。This is an option that determines the size of the keyboard attached to the computer. The user is asked to press the leftmost and rightmost keys on a MIDI keyboard, and the game will calculate the octave range of the keyboard.

●速度测试●Speed test

该选项允许个人来测试用户的MIDI键盘,从而确定该键盘是否是速度敏感的。要求用户敲击MIDI键盘上的键两次,第一次轻轻的,第二次重的。基于接收到的MIDI速度消息值的差值,程序可以确定用户是否具有触摸敏感的键盘。This option allows an individual to test a user's MIDI keyboard to determine if it is velocity sensitive. The user is asked to hit a key on a MIDI keyboard twice, the first lightly and the second hard. Based on the difference in the received MIDI velocity message values, the program can determine whether the user has a touch-sensitive keyboard.

尽管已对本发明进行了详细说明和示出,但应当清楚地理解,上述各项仅是示出和示例性的,且不是作为限制作用的,本发明的精神和范围仅受到所附权利要求的限制。While the present invention has been described and illustrated in detail, it should be clearly understood that the foregoing is illustrative and exemplary only and not limiting, and that the spirit and scope of the present invention are limited only by the appended claims limit.

附件A    CD-ROM内容Appendix A Contents of CD-ROM

以下是对作为本发明附件的CD-ROM内容的说明:The following is a description of the contents of the CD-ROM as an annex to the present invention:

该CD-ROM包含多个目录以及文件,如图13所示的从CD-ROM打印的目录所示。The CD-ROM contains a number of directories and files, as shown in the directory printed from the CD-ROM shown in FIG. 13 .

多数文件的文件扩展名描述对于本领域普通技术人员已经充分说明怎样打开这些文件。可使用Microsoft Word,Microsoft Excel,或adobeAcrobat Reader打开这些文件。.vsd文件可使用Visio读取。The file extension descriptions for most files are sufficient for those of ordinary skill in the art to explain how to open these files. These files can be opened with Microsoft Word, Microsoft Excel, or Adobe Acrobat Reader. .vsd files can be read using Visio.

用于打开任何其它那些不是自明的文件的软件可在http://extsearch.com或类似文件扩展名目录搜索引擎中找到。Software for opening any other files that are not self-explanatory can be found at http://extsearch.com or similar file extension directory search engines.

Claims (24)

1. the system of the playing music keyboard that is used to help learning comprises:
Computing element, it is linked to described music keyboard;
Display, it is linked to described computing element, and can be watched by the user of described music keyboard; And
Software storing medium, it and is linked to described computing element in described system; And
Software, it is provided on the described storage medium, be used on described computing element, carrying out, when carrying out described software by described computing element to make in the action of being undertaken by described music keyboard user, link is presented at the dummy keyboard at described display top, described dummy keyboard has corresponding to a plurality of keys of at least one octave and is displayed in the direction corresponding to following manner, promptly in this mode, normally play described key by each key on the described dummy keyboard, each key on the described dummy keyboard has the rear portion that is located substantially on described display image top and the front portion of relative downside, and described software guides described computing element to carry out following action:
Load music file, described music file comprises the data of arranging corresponding to the musical tones of snatch of music; And
Control described display in response to the music file of handling described loading, so that represent described musical tones and a plurality of Mission Objectives of conduct except that music symbol, end portion from described display makes progress, track with basic straight line, advance in the front portion of the relative downside of key separately on described dummy keyboard, thereby described Mission Objective will experience with described dummy keyboard on the collision of the described dummy keyboard aimed at of key separately, on the described dummy keyboard separately key corresponding to will be by the key of the described music keyboard of described CU in order on described music keyboard, to play described snatch of music
Wherein, during loading the portion of time of described music file, described a plurality of keys of each octave are shown as each other with corresponded manner one by one by color-coded on described a plurality of Mission Objectives and the described dummy keyboard.
2. the system as claimed in claim 1, wherein said software further guide computing element to carry out following actions:
On described display, the track that makes described Mission Objective is from vertically rotating to level, in described upright position, described Mission Objective makes progress from the end portion of described display, the above advances the front portion of the relative downside of key separately towards the described dummy keyboard that is presented at described display top, in described horizontal level, described Mission Objective from the right-hand member parts of described display left, the above advances the relative front portion of key separately towards described dummy keyboard, described dummy keyboard is displayed in the following direction, and promptly this direction is corresponding to the direction that moves counterclockwise to described display left end portion from described display top.
3. system as claimed in claim 2, the wherein said software further described computing element of guiding is carried out following actions:
Control described display, so that described a plurality of Mission Objectives are deformed into music symbol.
4. system as claimed in claim 3 wherein, at the time durations of another subsequent section that loads described music file, is shown as black and white with described a plurality of keys of described music symbol and described dummy keyboard.
5. system as claimed in claim 4, wherein, before the time of described another subsequent section, described a plurality of keys at described music symbol and described dummy keyboard are shown as in the situation of black and white, there is the transition period, some keys in some of them music symbol and the described dummy keyboard in described a plurality of keys of each octave are shown as each other in mode one to one by color-coded, and the remainder in described a plurality of keys of each octave is shown as black and white in remainder in the described music symbol and the described dummy keyboard.
6. the system as claimed in claim 1, wherein said the software further described computing element of guiding are carried out following actions:
In response to crossing over that Mission Objective hits in the window with the setting-up time tolerance limit that corresponding keys on the above dummy keyboard of described display intersects the moment, when the user has pushed described corresponding keys on the described music keyboard, rewarding described numerical value at described user's score of keeping by described computing element.
7. the system as claimed in claim 1, wherein, described software comprises translater, is used for the data of described music file are converted to the order that is used to produce described a plurality of Mission Objectives.
8. system as claimed in claim 7 wherein is used to produce the command driven Mission Objective generator of described a plurality of Mission Objectives.
9. system as claimed in claim 8, wherein said Mission Objective generator is associated with the Mission Objective storehouse.
10. system as claimed in claim 8, wherein, described a plurality of Mission Objectives initial reference position on described display in time advance the front portion of the described relative downside of key separately towards described dummy keyboard, and the described time can be regulated by described user.
11. a system comprises
Music keyboard;
Computing element, it is linked to described music keyboard on function;
Display, it is linked to described computing element, and can be watched by the user of described music keyboard; And
Storage medium, it and is linked to described computing element in described system, and
Computer instruction, it is provided in the described storage medium, is used for carrying out on the described computing element, and is configured to instruct described computing element to carry out following actions:
On described display, produce dummy keyboard, described dummy keyboard is located substantially on the top of described display, described dummy keyboard has a plurality of virtual keys and is shown as direction corresponding to following manner, promptly in this mode, normally play described key by each key on the described dummy keyboard, each key on the described dummy keyboard has the front portion that is located substantially on rear portion, described display top and relative downside;
Load music file, described music file comprises the data of arranging corresponding to musical tones; And
Based on described display is controlled in the processing of loading described music file, so as to make a plurality of Mission Objectives on the described display upwards, advance in the front portion of the described relative downside of key separately on described dummy keyboard.
12. system as claimed in claim 11, wherein, described computer instruction further is configured to: instruct described computing element, so that advancing of described a plurality of Mission Objective and described dummy keyboard rotates to second direction from first direction, in described first direction, described a plurality of Mission Objective front portion of the described relative downside of key separately of upwards advancing on the described dummy keyboard that is presented at described display top, in described second direction, described a plurality of Mission Objectives advance to the relative front portion towards the described dummy keyboard that is presented at described display left end left.
13. system as claimed in claim 11, wherein, the key of described music keyboard is by color-coded, in order to being matched with the color coding of described the above key of dummy keyboard, and in order to be matched with the color coding of described a plurality of Mission Objectives.
14. system as claimed in claim 11, wherein, described computer instruction further is configured to: instruct described computing element that described Mission Objective is deformed into musical tones.
15. system as claimed in claim 13, wherein, described computer instruction further disposes: instruct described computing element Mission Objective not to be carried out color coding.
16. one kind is used for the program storage device used at computing machine, comprises:
Computer-readable medium, and
One or more instructions, it is positioned on the described medium and can be carried out by the processor of computing machine, and described computing machine has display and is linked to the music keyboard of described processor, is used to make described computing machine to carry out the step that comprises following content:
Display image on described display, described display image has primary importance, wherein shown the dummy keyboard that is located substantially on described image top, described dummy keyboard has a plurality of keys corresponding to described at least one octave of music keyboard, and each key has in the face of the rear portion at described display image top and the front portion of relative downside; And
Control described display, so that a plurality of Mission Objectives that the expression musical tones is arranged are upwards crossed described display image, the key separately on described dummy keyboard advances, thereby described a plurality of Mission Objective will experience on same and the described dummy keyboard collision of the described dummy keyboard that key separately aims at.
17. program storage device as claimed in claim 16, wherein, described step further comprises: control described display, so that by with described music keyboard on by color-coded key corresponding and with by the corresponding mode of color-coded Mission Objective, a plurality of keys on the described dummy keyboard are carried out color coding.
18. program storage device as claimed in claim 16, wherein, described step further comprises: control described display, so that make a plurality of Mission Objectives that the described musical tones of expression arranges left the key separately on described dummy keyboard advance, thereby described a plurality of Mission Objective will experience on same and the described dummy keyboard collision of the described dummy keyboard that key separately aims at.
19. program storage device as claimed in claim 16, wherein, described step further comprises: control described display, so that described a plurality of Mission Objectives are deformed into music symbol.
20. program storage device as claimed in claim 17, wherein, described step further comprises: control described display, so that not to being carried out color coding by one in color-coded a plurality of Mission Objectives.
21. program storage device as claimed in claim 16, wherein, described step further comprises: control described display, so that introduce the space of a series of staff line definition directly perceived, in described a plurality of Mission Objective each is advanced along described line or space, until with described dummy keyboard on till the described dummy keyboard aimed at of corresponding keys collides separately.
22. program storage device as claimed in claim 16, wherein, described step further comprises: control described display, so that make described display image be rotated counterclockwise the second place, thereby described dummy keyboard is positioned at basically on the left side of described interface, and described a plurality of Mission Objective moves towards described dummy keyboard left.
23. program storage device as claimed in claim 16, wherein said step further comprises: control described display, so that warn described attributes of images, more closely to simulate the music symbol on the standard music staff.
24. program storage device as claimed in claim 23, wherein, the group that the attribute of described display image selects free above content to form: direction, Mission Objective color, Mission Objective shape and dummy keyboard color.
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WO2003036587A1 (en) 2003-05-01
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