Claims Analysis
Total Claims: 13
Claim 1
Independent Claim
240 words
In a computer video game system having a sound generator and a visual display showing an image, a method of synchronizing actions of the image with a sound recording that has a given time duration, where each action is defined by data that is associated with a time position that signals when the action is to be displayed, the method comprising: reading a first time position associated with data describing a first action; playing the sound recording on the sound generator; determining the elapsed time of the sound recording; comparing the first time position with the elapsed time; and if the first time position is greater than the elapsed time, then waiting a predetermined period of time and repeating the method beginning with the step of determining; but if the first time position is less than or equal to the elapsed time, then performing the steps of recognizing a second time position associated with data, describing a second action; contrasting the second time position with the elapsed time; and if the second time position is greater than the elapsed time, then displaying the first action and repeating the method for subsequent time positions associated with data describing subsequent actions beginning with the step of determining; but if the second time position is less than or equal to the elapsed time, then repeating the method for subsequent time positions associated with data describing subsequent actions beginning with the step of recognizing.
Claim 2
Dependent Claim
240 words
In a computer video game system having a sound generator and a visual display showing an image, a method of synchronizing actions of the image with a sound recording that has a given time duration, where each action is defined by data that is associated with a time position that signals when the action is to be displayed, the method comprising: reading a first time position associated with data describing a first action; playing the sound recording on the sound generator; determining the elapsed time of the sound recording; comparing the first time position with the elapsed time; and if the first time position is greater than the elapsed time, then waiting a predetermined period of time and repeating the method beginning with the step of determining; but if the first time position is less than or equal to the elapsed time, then performing the steps of recognizing a second time position associated with data, describing a second action; contrasting the second time position with the elapsed time; and if the second time position is greater than the elapsed time, then displaying the first action and repeating the method for subsequent time positions associated with data describing subsequent actions beginning with the step of determining; but if the second time position is less than or equal to the elapsed time, then repeating the method for subsequent time positions associated with data describing subsequent actions beginning with the step of recognizing.
Claim 3
Dependent Claim
27 words
The method of claim 1 where each time position indicates the amount of time of the sound recording that must elapse before the respective action is displayed.
Claim 4
Dependent Claim
22 words
The method of claim 1 where the step of displaying is also accomplished when there is no further data describing subsequent actions.
Claim 5
Dependent Claim
42 words
The method of claim 1 where the steps of waiting and repeating beginning with the step of determining are accomplished when there is further data describing subsequent actions and when there is further time remaining for the playing of the sound recording.
Claim 6
Dependent Claim
24 words
The method of claim 1 where the image is a character, the sound recording is a speech sample and the actions include mouth positions.
Claim 7
Dependent Claim
17 words
The method of claim 1 where the image is a character and the actions include character gestures.
Claim 8
Dependent Claim
214 words
In a computer video game having a sound generator for playing sound samples from a sound recording composed of a plurality of sound samples and a visual display for displaying an image, a method of synchronizing incorporation of an action in the image with the sound recording, where the action is selected from a predefined set of available actions, the method comprising: selecting one or more of the sound samples to synchronize; identifying a set of predetermined time locations in each of the selected sound samples where an action is to be incorporated in the image; associating a specific action with each predetermined time location; playing one of the sound samples on the sound generator; determining a current time location in the playing of the sound sample; if the sound sample is one of the selected sound samples, then: comparing the current time location with the predetermined time locations for the sound sample; and if the current time location is one of the predetermined time locations, then incorporating the associated specific action in the image; and if the sound sample is not one of the selected sound samples, then for at least one of the current time locations randomly selecting an action from the set of available actions and incorporating it in the image.
Claim 9
Dependent Claim
214 words
In a computer video game having a sound generator for playing sound samples from a sound recording composed of a plurality of sound samples and a visual display for displaying an image, a method of synchronizing incorporation of an action in the image with the sound recording, where the action is selected from a predefined set of available actions, the method comprising: selecting one or more of the sound samples to synchronize; identifying a set of predetermined time locations in each of the selected sound samples where an action is to be incorporated in the image; associating a specific action with each predetermined time location; playing one of the sound samples on the sound generator; determining a current time location in the playing of the sound sample; if the sound sample is one of the selected sound samples, then: comparing the current time location with the predetermined time locations for the sound sample; and if the current time location is one of the predetermined time locations, then incorporating the associated specific action in the image; and if the sound sample is not one of the selected sound samples, then for at least one of the current time locations randomly selecting an action from the set of available actions and incorporating it in the image.
Claim 10
Dependent Claim
33 words
The method of claim 7 wherein, the actions are a character's mouth movements and the mouth movements are defined by mouth shapes stored in a memory device accessible to the computer video game.
Claim 11
Dependent Claim
27 words
The method of claim 7 wherein the image is an animated image having a characteristic animation cycle and the step of determining occurs once each animation cycle.
Claim 12
Dependent Claim
33 words
The method of claim 9 wherein the step of randomly selecting is carried out only if a specified number of animation cycles have passed since the last action was incorporated in the image.
Claim 13
Dependent Claim
57 words
The method of claim 9 wherein the step of randomly selecting is carried out only if a specified number of animation cycles have passed since the last action was incorporated in the image and the specified number of cycles is a randomly selected number between one and the number of animation cycles occurring during the sound recording.