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Patent 2454862 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 2454862
(54) English Title: SELECTABLE AUDIO PREFERENCES FOR A GAMING MACHINE
(54) French Title: PREFERENCES AUDIO SELECTIONNABLES POUR UNE MACHINE DE JEU
Status: Deemed Abandoned and Beyond the Period of Reinstatement - Pending Response to Notice of Disregarded Communication
Bibliographic Data
(51) International Patent Classification (IPC):
  • G07F 17/32 (2006.01)
  • G06F 3/16 (2006.01)
  • G07F 17/34 (2006.01)
(72) Inventors :
  • PRYZBY, ERIC M. (United States of America)
(73) Owners :
  • WMS GAMING INC.
(71) Applicants :
  • WMS GAMING INC. (United States of America)
(74) Agent: MARKS & CLERK
(74) Associate agent:
(45) Issued:
(22) Filed Date: 2003-12-30
(41) Open to Public Inspection: 2004-07-16
Examination requested: 2003-12-30
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
10/342,809 (United States of America) 2003-01-16

Abstracts

English Abstract


A wagering gaming system comprises a gaming terminal and a sound
processing system. The gaming terminal conducts a wagering game and the player
is
allowed to select sound preferences in connection with the wagering game. The
sound
processing system is adapted to process audio data in response to user
selections of
sound preferences other than a master volume preference. According to some
embodiments, a user is able to make selections regarding sound aspects such as
speaker settings, system sounds, sound field effects, and sound tones.


Claims

Note: Claims are shown in the official language in which they were submitted.


WHAT IS CLAIMED IS:
1. An electronic gaming system providing a game in response to a wager,
comprising:
a gaming terminal adapted to conduct a wagering game;
a user input device allowing for selection of at least one sound preference,
said
at least one sound preference being a sound preference other than a
master volume preference;
a sound processing system accepting input from said user input device and
processing audio data in accordance with said at least one sound
preference; and
an audio-emitting system coupled to said sound processing system and
producing sound in accordance with said at least one sound preference.
2. The gaming system of claim 1, wherein said at least one sound preference is
selected from a group consisting of a sound field effect preference, a system
sounds
preference, a speaker settings preference, and a sound tone preference, each
sound
preference including at least one sound setting.
3. The gaming system of claim 2, wherein said sound field effect preference
includes at least one of a small room setting, a stadium setting, an opera
setting, and a
concert hall setting.
4. The gaming system of claim 2, wherein said system sounds preference
includes a standard setting and a thematic setting.
5. The gaming system of claim 4, wherein said thematic setting includes at
least
one of a rock theme, a sports theme, a space theme, a wild west theme, an
ocean
theme, and a jungle theme.
6. The gaming system of claim 2, wherein said speaker settings preference
includes at least one of a surround setting. a stereo setting, a mono setting,
and a
headphones setting.

7. The gaming system of claim 2, wherein said system sounds preference
includes at least one of a licensed music theme and a personal music theme.
8. The gaming system of claim 1, wherein said gaming terminal is selected from
a group consisting of a mechanical reel slot machine, a video slot machine, a
video
bingo machine, and a video keno machine.
9. The gaming system of claim 1, wherein the sound processing system is a
sound receiver.
10. The gaming system of claim 1, wherein said selecting means are selected
from
a group consisting of electro-mechanical devices and buttons on a touchscreen.
11. The gaming system of claim 1, wherein said selecting means are coupled to
a
voice-activated mechanism for voice-activated selection.
12. The gaming system of claim 1, wherein one or more selected sound
preferences are stored on a casino card.
13. The gaming system of claim 1, wherein said selecting means are coupled to
said sound processing system via a local-area network.
14. The gaming system of claim 1, wherein said audio-emitting system is
selected
from a group consisting of a speaker, a speaker system, and a headset.
15. The gaming system of claim 2, wherein said sound tone preference includes
at
least one of a treble setting and a bass setting.
16. An electronic gaming system providing a game in response to a wager,
comprising:
a sound processing system adapted to process game sounds relating to said
game;
16

an input system adapted to accept sound preference inputs from a player and to
forward sound preference information to said sound processing system,
said sound processing system adapted to accept signals from said input
system and to alter said game sounds in response to said sound
preference inputs, said sound preference inputs including inputs for
controlling aspects of said game sounds other than a master volume of
said game sounds, said sound preferences including a first class of
sound preferences and a second class of sound preferences, said first
class being controllable by the player, said second class being
controllable by an operator.
17. The electronic gaming system of claim 16 wherein said sound preference
inputs include inputs for controlling sound preferences selected from a group
consisting of sound field effect preferences, system sounds preferences,
speaker
settings preferences, and sound tone preferences, each of said sound
preferences
having at least one setting.
18. An electronic gaming system providing a game in response to a wager
comprising:
a gaming terminal for playing at least one electronic game in response to a
wager;
a central processing unit executing instructions for said gaming terminal;
a memory coupled to said central processing unit, said memory storing audio
data;
a user input device for allowing the choice of one or more sound preferences,
said one or more sound preferences being sound preferences other than
a master volume preference; and
a sound processing system receiving said audio data in a first audio signal,
said
sound processing system modifying said audio data in accordance with
said sound preference to produce a second audio signal.
19. The gaming system of claim 18, wherein said one or more sound preferences
include a sound field effect preference having a number of sound settings;
17

20. The gaming system of claim 19, wherein said sound field effect preference
includes at least one of a small room setting, a stadium setting, an opera
setting, and a
concert hall setting.
21. The gaming system of claim 18, wherein said sound preference further
includes a system sounds preference.
22. The gaming system of claim 21, wherein said system sounds preference
includes a standard setting and a thematic setting.
23. The gaming system of claim 22, wherein said thematic setting includes at
least
one of a rock theme, a sports theme, a space theme, a wild west theme, an
ocean
theme, and a jungle theme.
24. The gaming system of claim 18, wherein said sound preference includes a
speaker settings preference.
25. The gaming system of claim 24, wherein said speaker settings preference
includes at least one of a surround setting, a stereo setting, a mono setting,
and a
headphones setting.
26. The gaming system of claim 18, wherein said central processing unit is
installed in said gaming terminal.
27. The gaming system of claim 18, wherein said central processing unit is
remotely installed.
28. The gaming system of claim 18, further comprising a communication unit
coupled to said central processing unit.
29. The gaming system of claim 28, wherein said communication unit is coupled
to a local-area network for communicating with a remote processing unit.
18

30. The gaming system of claim 18, wherein said user input device is installed
in
said gaming terminal.
31. The gaming system of claim 18, wherein said user input device is remotely
connected to said central processing unit via a local-area network.
32. A method for operating a gaming terminal in response to a wager,
comprising:
conducting a wagering game via a gaming terminal;
providing selectable choices having at least one sound preference, said at
least
one sound preference being a sound preference other than a master
volume preference; and
outputting audio in accordance with said at least one sound preference.
33. The method of claim 32, wherein providing selectable choices comprises
providing selectable choices for one or more sound preferences selected from a
group
consisting of a speaker settings preference, a system sounds preference, a
sound field
effect preference, and a sound tone preference.
34. The method of claim 33, further comprising:
providing for said speaker settings preference a plurality of settings,
including
at least one of a surround setting, a stereo setting, a mono setting, and a
headphones setting; and
executing one of said speaker settings.
35. The method of claim 33, further comprising:
providing for said system sounds preference a plurality of settings, including
at least one of a standard setting and a thematic setting; and
executing one of said system sounds settings.
36. The method of claim 35, further comprising:
providing for said thematic setting a plurality of themes, including at least
one
of a rock theme, a sports theme, a space theme, a wild west theme, an
19

ocean theme, a jungle theme, a personal music theme, and a licensed
music theme; and
executing one of said themes.
7. The method of claim 33, further comprising:
providing for said sound field effect preference a plurality of settings,
including at least one of a small room setting, a stadium setting, an
opera setting, and a concert hall setting; and
executing one of said sound field effect settings.
38. The method of claim 32, further comprising changing said at least one
sound
preference via a local-area network.
39. The method of claim 32, further comprising upgrading said at least one
sound
preference via a local-area network.
40. The method of claim 32, further comprising limiting access to said at
least one
sound preference for different users.
41. The method of claim 32, further comprising storing information related to
said
at least one sound preference on a casino card.
42. The method of claim 32, further comprising connecting a personal music
player to said gaming terminal.
43. An electronic gaming machine providing a game in response to a wager,
comprising:
a processor for randomly selecting one of a plurality of outcomes of said
gaming machine in response to said wager;
an input system receiving sound-preference inputs from a player for
controlling an audio output of said gaming machine, said sound-
preference inputs being associated with audio characteristics of only
selected frequencies within an audible frequency range of about 20 Hz

to about 20 kHz, said sound-preference inputs being sound-preference
inputs other than a master volume preference input; and
a sound processing system accepting sound preference information from said
input system, said sound processing system altering said selected
frequencies of said audio output in response to said input system
receiving said sound-preference inputs.
44. An electronic gaming system providing a game in response to a wager
comprising:
a gaming terminal playing at least one electronic game in response to a wager;
a user input device allowing the choice of one or more sound preferences, said
sound preferences selected from a group consisting of a sound field
effect preference, a system sounds preference, a speaker settings
preference, and a sound tone preference, each sound preference
including at least one sound setting;
an audio data source providing audio data for incorporation into a first audio
signal; and
a sound processing system receiving said first audio signal and modifying said
first audio signal in response to a selection of said one or more sound
preferences to produce a second audio signal.
45. The electronic gaming system of claim 44 wherein said audio data source
comprises a memory at said gaming terminal.
46. The electronic gaming system of claim 44 wherein said audio data source
comprises a remote host.
47. The electronic gaming system of claim 44 wherein said audio data source
comprises a user first audio signal source provided by a user of said gaming
system.
21

Description

Note: Descriptions are shown in the official language in which they were submitted.


CA 02454862 2003-12-30
SELECTABLE AUDIO PREFERENCES
FOR A GAMIN G MACHIlVTE
FIELD OF THE INVENTION
The present invention relates generally to a wagering gaming system and, more
particularly, to a wagering gaming system having audio preferences that are
customizable by a player, operator, or other user.
s
BACI4GROUND OF THE INVENTION
Electronic gaming machines, such as mechanical reel slot machines, video slot
machines, video poker machines, video bingo machines., video keno machines,
and
the like, have been a cornerstone of the gaming industry for several years.
Generally;
~o the popularity of such machines with players is dependent on the likelihood
(or
perceived likelihood) of wir,~ning money at the machine and the intrinsic
entertainment
value of the machine relative to other available gaming options. Where the
available
gaming options include a number of competing machines and the expectation of
winning each machine is roughly the same (or perceived to be the same),
players are
is most likely to be attracted to the most entertaining amd exciting of the
machines.
Shrewd operators, consequently, strive to employ the most entertaining and
exciting
machines available because such machines attract frequent play and, hence,
increase
profitability to the operator.
To enhance a player's entertainment experience, wagering gaming machines
Zo often include special features such as enhanced payoffs, a "secondary" or
"bonus"
game which may be played in conjunction with a "basic'' game, and attractive
audio
and/or visual effects accompanying the basic and bonus games. The bonus game
may
comprise any type of game. either similar to or completely different from the
basic
game, which is entered upon the occurrence of a selected event or outcome of
the
as basic game. Generally, the bonus game provides a greater expectation of
winning
than the basic game. Further, attractive audio andlor visual effects accompany
the
basic and bonus games. Heretofore, the only sound preference operable by a
user is a
master volume control which controls the audio level, a.e., how loud or how
soft the
audio effects are.
a

CA 02454862 2003-12-30
Because wagering gaming machines are an important source of income for the
gaming industr;~, operators continually search for new gaming strategies and
features
to distinguish their electronic gaining machines from competitors in the
industry and
to provide additional incentives for players to play longer and to return to
the casino
s on their next trip. Accordingly, there is a continuing need for
manufacturers to
provide new sound techniques for enhancing the entertainment experience
involved in
the play of electronic gaming machines. The present invention is directed to
satisfying this need.
~o SUMMARY OF THE INVENTION
Accordingly, a wagering gaming system comprises a gaming terminal and a
sound processing system. The gaming terminal conducts a wagering game and the
player is allowed to select sound preferences in connection with the wagering
game.
The sound processing system is adapted modify game sounds in accordance with
i~ sound preferences other than a master volume preference. According to some
embodiments, a player is able to make selections regarding sound aspects such
as
speaker settings, system sounds, sound field effects, and sound tones.
In one embodiment of the present invention, the plurality of sound preferences
include a sound field effect preference. In another embodiment, the plurality
of sound
ao preferences include a sound field effect preference and a system sounds
preference. In
another embodiment, the plurality of sound preferences include a sound field
effect
preference, a system .sounds preference, and a speaker settings preference.
Each of the sound preferences includes at least two sound settings. An audio-
emitting system is coupled to the sound processing system for producing sound.
User
is inputs may be used to allow the selection of one of the sound preferences
and one of
the sound settings.
BRIEF DESCRIPTION OF THE DRAWINGS
The foregoing and other advantages of the invention will become apparent
3o upon reading the following detailed description and upon reference to the
drawings.
FIG. 1 is a perspective drawing of a wagering gaining system.
FIG. 2 is a block diagram of a control system for operating the gaining system
of FIG. 1.
2

CA 02454862 2003-12-30
FIG. 3 is a front view of a touch panel display shovvng buttons for selecting
gaming options for the gaming system of FIG. 1.
FIG. 4 is a block diagram showing sound preferences for the gaming system of
FIG. 1.
FIG. 5 is a front vie~~ of a touch panel display showing buttons for selecting
the sound preferences of FIG. 4.
While the invention is susceptible to various modifications and alternative
forms, specific embodiments have been shown by way of example in the drawings
and
will be described in detail herein. It should be understood, however, that the
zo invention is not intended to be limited to the particular forms disclosed.
Rather, the
invention is to cover all modifications, equivalents, and alternatives falling
within the
spirit and scope of the invention as defined by the appended claims.
DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
is Turning now to the drawings, FIG. I depicts a gaming terminal 10 operable
to
conduct a wagering game such as slots, poker, keno, bingo, dice games, card
games,
and the like. Generally, when playing a wagering game, the terminal 10
receives a
wager from a player to purchase a play of the game. In response, the terminal
10
generates at least one random event using a random number generator ("RNG")
and
go provides an award to the player for a whining outcome of the random extent.
Alternatively, the terminal 10 may be linked via a communication unit 11 to a
remote
host computer that generates the random event and transmits the event's
outcome to
the terminal 10. To portray the outcome to the player, the terminal 10
includes a
video display 12, as shown, or a mechanical display. The video display 12 may
be
Zs implemented with a CRT, LCD, plasma, or other type of video display known
in the
art. To allow the player to place wagers, make game selections, and otherwise
operate
the terminal 10, the terminal 10 includes a physical button panel 14 and/or a
touch
screen or touch panel 13 over the video display 12.
Operation of the terminal 10 is described in grea~Eer detail below in the
context
30 of a video slot game. The video slot game is implemented on the video
display 12 on
a number of video simulated spinning reels 16 with a number of pay lines 18.
According to another embodiment of the invention, each of the pay lines 18
extends
through one symbol on each of the reels 16. Generally, game play is initiated
by
3

CA 02454862 2003-12-30
inserting money in a bill acceptor 20, by inserting .a credit card in a credit
card
acceptor 22, or by inserting a player card in a player card acceptor 24, and
playing a -
number of credits, causing the terminal's central processing unit to activate
a number
of pay lines, in a multiple pay line embodiment, corresponding to the amount
of
s money or number of credits played. The bill acceptor 20 can be an acceptor
that
accepts bills, coins, or both. In one embodiment, the player selects the
ntunber of pay
Iines to play by pressing a "Select Lines" touch key on the display 12. The
player then
chooses the number of coins or credits to bet on the selected pay lines by
pressing a
"Bet Per Line" touch key. The gaming terminal 10 can include a coin pay chute
26 for
io receiving coins after winning a game.
After activation of the pay -lines, the reels 16 may be set in motion by
pressing
a ''Spin Reels" touch key or, if the player wishes to bet the maximum amount
per line,
by using a ' ~Max Bet Spin" touch key on the display 12. Alternatively, other
mechanisms such as a lever 28 or push button may be used to set the reels in
motion.
is The CPU uses a random number generator to select a game outcome (e.g.,
''basic"
game outcome) corresponding to a particular set of reel "stop positions." The
CPU
then causes each of the reels 16 to stop at the appropriate stop position.
Video
symbols are displayed on the reels 16 to graphically illustrate the reel stop
positions
and to indicate whether the stop positions of the reels 16 represent a winning
game
20 outcome.
Winning basic game outcomes (e.g., symbol combinations resulting in
pa5~nent of coins or credits) are identifiable to the player by a pay table.
In one
embodiment, the pay table is affixed to the terminal 10 and/or displayed by
the display
12 in response to a command by the player (e.g., by pressing a ''Pay Table"
tOLICh
Zs key). A winning basic game outcome occurs when the symbols appearing on the
reels
16 along an active pay line correspond to one of the .'inning combinations on
the pay
table. According to one embodiment, a winning signal can be displayed by a
Light-
Emitting Diode ("LED") 29, which is located above the display 12. A winning
combination, for example, could be three or more matching symbols along an
active
so pay line, where the award is greater as the number of matching symbols
along the
active pay line increases. If the displayed symbols stop in a winning
combination, the
game credits the player an amount corresponding to the award in the pay table
for that
combination multiplied by the amount of credits bet on the winning pay line.
The
4

CA 02454862 2003-12-30
player may collect the amount of accumulated credits by pressing a "Collect"
touch
key. In one implementation, the wimling combinations start from the first reel
(left to
right) and span adjacent reels. In an alternative implementation, the winning
combinations start from either the first reel (left to right) or the fifth
reel (right to left)
s and span adjacent reels.
Included among the plurality of basic game outcomes may be one or more
start-feature outcomes for triggering play of special features. A start-
feature outcome
may be defined in any number of ways. For example; a start-feature outcome may
occur when a special start-feature symbol or a special combination of symbols
appears
no on one or more of the reels 16. T'he start-feature outcome may require the
combination of symbols to appear along an active pay line or may,
alternatively,
require that the combination of symbols appear anywhere on the display 12,
regardless
of whether the symbols are along an active pay line. Th.e appearance of a
start-feature
outcome causes the CPU to shift operation from the video slot game to the
special
is feature associated with that outcome.
In accordance with the present invention, the gaming terminal 10 includes one
or more speakers 30 for emitting audio associated with the wagering game being
played on the gaming terminal 10. The number of speakers 30 can vary, and the
speakers 30 can be positioned in different speaker arrangements. For example,
in one
go embodiment, three or more speakers 30 are used for emitting multi-channel
audio
associated with the ~~agering game in sLUround sound relative to a player in
front of
the terminal 10. Surround sound, described in more detail below, refers to the
use of
sound to envelop the player, making the player feel like he or she is in the
middle of
the action. The mufti-chamiel audio allows the player to hear sounds that come
or
Zs appear to come from around the player and may cause the player to become
more
captivated in the game experience. In one embodiment, the speaker arrangement
for
emitting the audio in surround sound includes both a "front" speaker
arrangement and
a "surround sound" speaker arrangement. Any speakers 30 of the speaker
arrangement may be linked to the terminal by wired or wireless connections.
3o In another embodiment, the front speaker arrangement can include a front
left
speaker and a front right speaker mounted within a cabinet of the gaming
terminal 10;
a single front center speaker; or a front left speaker, a front right speaker,
and a front
center speaker. The surround sound speaker arrangement can include a rear left

CA 02454862 2003-12-30
speaker, a rear right speaker, and an optional rear center speaker, positioned
generally
behind the player.
In general, the speakers 30 provide full frequency response (e.g., from 20 Hz
to 20,000 Hz). In additioi:~ to these speakers, the speaker arrangement may
include
s another speaker, called a subwoofer, dedicated to lower frequency effects
(e.g., 20 Hz
to 120 Hz). The subwoofer may be placed anywhere near the terminal 10,
including
v~~ithin the cabinet.
In one embodiment, the gaming terminal 10 includes an audio output
receptacle 32 for connecting a headset or other audio device to the gaming
terminal
io 10. Using a headset reduces the sound level for any non-players and may
give the
player a more individual gameplay experience. The output receptacle 32 can be
adapted to receive more than one headset, as in the case: where the wagering
game is a
multiplayer game, and/or to receive headset inputs of different sizes.
FIG. 2 is a block diagram of a control system suitable for operating gaming
is terminals according to the present invention. Money/credit detector 34
signals a CPU
36 when a player has inserted money or played a number of credits. The money
may
be provided by coins, bills, tickets, coupons, cards, etc. Using an
input/output
controller 38 to receive input from a device such as the button panel 14 (see
FIG. 1} or
the touch panel 13 (see FIG. 1), the player may select any variables
associated with the
go wagering game (e.g., number of pay lines and bet per line in a video slot
game) and
place his/her eager to purchase a play of the game. In a play of the game,
after the
player operates a play switch 40, the CPU 36 generates at least one random
event
using a R~~1G and provides an award to the player for a winning outcome of the
random event. The CPU 36 operates the display 12 to represent the random
events)
Zs and outcomes) in a visual form that can be understood by the player. In
addition to
the CPU 36, the control system may include one or more additional slave
control units
for operating additional video and/or mechanical displays.
Memory 42 stores control software, operational instructions and data
associated with the gaming machine. In one embodiment, the memory 42 comprises
3o read-only memory ("ROM") and battery-backed random-access memory ("RAM").
The memory 42 may also include auxiliary memory for storing audio and/or video
data. It will be appreciated, however, that the memory 42 may be implemented
on any
of several alternative types of memory structures or may be implemented on a
single
6

a
CA 02454862 2003-12-30
memory structure. A payoff mechanism 44 is operable in response to
lnStrllCtloIlS
from the CPU 36 to award a payoff to the player. The payoff may, for example,
be in -
the form of a number of credits. According to some embodiments of the ~>resent
invention the payoff is determined by one or more math tables stored in the
memory
s 42.
According to some embodiments of the present invention, a sound processing
system receives and processes audio data for producing audio to be emitted.
from
speakers 30. A sound processing system according to some embodiments of the
present invention may comprise a sound processor 46, a central processing unit
36, or
to both a sound processor 46 and a central processing unit 36. The audio data
may be
input into the sound processing system as a first audio signal, with the sound
processing system modifying the first audio signal based on sound preferences
to
produce a second audio signal. The second audio signal may then be forwarded
to an
audio-emitting system, such as speakers 30, to produce sound in accordance
with the
is sound preferences. The first audio signal incorporates audio data from an
audio data
source. Examples of audio data sources include a memory, a remote host, or a
user
first audio source, such as a CD player or MP3 player provided by a user.
According to some embodiments of the present invention, the audio data is
stored in the memory 42. The audio data may be stored in any of various
surround
;.
2o sound formats, or stored in a basic format without surround sound. In some
embodiments of the present invention, the CPU 36 operates a sound processor
46,
which includes decoding circuitry and amplification circuitry suitable for the
selected
format, wherein the speakers 30 are arranged according to the selected format.
Examples of digital and analog surround sound formats are discussed below.
as In some embodiments, the CPU 36 receives information via the
communication unit I I. The information can relate, for example, to upgrading
the
game. updating or transmitting audio data, scheduling hours of operation, or
monitoring the use of the gaming machine. In one embodiment, the communication
unit 11 can be connected to another computer via an Ethernet cable.
Alternatively, the
3o communication unit 11 is a receiving receptacle for a computer cable that
can be
connected when a technician works on the gaming terminal 10.
According to some embodiments of the present invention, the CPU 36 may be
adapted to allow a user to select audio data to be processed and played back,
to select

CA 02454862 2003-12-30
sound preferences. or to select a combination of audio data and sound
preferences.
The sound processing system can be used, with or without the CPU 36, to
receive a -
first audio signal, e.g., an audio signal stored in the memory 42 or a
streaming audio
signal, and modify the audio signal according to sound preferences selected by
a user.
s Thus, a sound processing system modifies the inputted first audio signal in
accordance
with user selections, and outputs a second, modified audio signal.
A gaming terminal 10' according to some embodiments of the present
invention may be linked to a remote host computer over a network such as an
Ethernet-based local area network ("LAN"). The terminal 10 may, in turn,
select and
io process audio data and video data which may be stored in its memory. Game
outcomes may be determined at the host computer or locally at the terminal 10.
The
host computer may transmit audio and/or video content to the terminal 10
which, in
turn, receives, processes (e.g., decodes and amplifies), and plays back the
received
content on the fly. The transmitted content may be streamed so that the
terminal 10
is can start playing the content before all relevant data ha.s been
transmitted. For some
embodiments of streaming to work, the terminal 10 must be able to collect the
content
and send it as a steady stream to an application that is processing the data
and
converting it to sound or images. If the streaming terminal 10 receives the
content
more quickly than required, it may sa~-~e the excess content in a buffer.
zo Referring now to FIG. 3, a screen display is shown offering selectable
choices
50 for selecting gaming options. The selectable choices 50 enable a player,
operator,
or other user to customize gaming settings. The selectable choices 50 may be
provided as touch panel buttons positioned on the display 12. For example, in
some
embodiments of the present invention a main menu button 52 enables the player
to
zs access a submenu that includes a game options button 54, a video settings
button 56,
and a sound settings button 58. The selectable choices 50 may alternatively or
additionally be selected using mechanical or electro-mechanical sv~~itches,
such as a
main menu switch 60, a game options switch 62, a video settings switch 64, and
a
sound settings switch 66. The mechanical sm.~itches can be located near the
display 12
3o for easy access during gameplay. In another embodiment, the selectable
choices 50
can be activated by a voice-activation mechanism. The sound settings button 58
or
switch 66 includes a fi~rther submenu that provides the player with a sound
preferences button 68 and one or more standard sound settings, such as a
default A
8

CA 02454862 2003-12-30
button 70, a default B button 72, and a default C button 74. Mechanical or
electro-
mechanical switches may be included for accessing and using a sound settings
submenu.
Referring now to FIG. 4, a sound preferences setting 76 includes a number of
s customizable preferences. In one embodiment of the present invention, the
sound
preferences setting 76 includes a volume settings preference 78, a speaker
settings
preference 80, a system sounds preference 82, and a sound field effect
preference 84.
The volume settings preference 78 allows for the control of a master game
volume. According to one embodiment of the present invention, the volume
settings
~o preference 78 allows a user to select one of at least foL~r settings: a
high setting 86, a
medium setting 88, a low setting 90, and an adjustable setting 92. In response
to the
selected volume setting, the emitted audio will be louder or quieter.
Furthermore, the
volume settings preference 78 ma~~ have a muting option for preventing any
emission
of sound. The master volume 78 only controls the level of sound, not other
is characteristics of the sound, such as the sound tone, speaker settings; or
sound field
effects. For example, a sound tone preference that includes a bass setting
and/or a
treble setting can be included in addition to the volume settings preference
78, the
speaker settings preference 80, the system sounds preference 82, and the sound
field
effect preference 84.
,.
2o According to some embodiments of the present invention, the speaker
settings
preference 80 includes a surround setting 94, described in more detail below;
a stereo
setting 96 for transmitting audio separated into two audio channels; a mono
setting 98,
for transmitting audio in a single audio channel; and a headphones setting
I00, for
using a headset. Other settings may also be included according to particular
zs requirements.
The surround setting 94 can include a number of available surround sound
formats. One example of a surround sound format that can be used in
conjunction
with the surround setting 94 is DOLBY DIGITALTM (formerly Dolby AC-3) by Dolby
Laboratories, Inc. DOLBY DIGITALTM is a digital surround sound format suitable
for
3o audio data when it is stored in a digital section of the memory 42, such as
on a DVD
or laserdisr. DOLBY DIGITALTM provides up to five discrete (independent)
channels
of full frequency effects (e.g., from about 20 Hz to about 20,000 Hz), plus an
optional
sixth channel dedicated to low frequency effects (e.g., from about 20 Hz to
about 120
9

CA 02454862 2003-12-30
Hz). The five discrete channels include front center, front left, front right,
surrotmd
left, and surxound right. The center, front left, and front right channels
generally carry
dialogue, music, and sound effects, while the surround left and surround right
channels provide surround sound and ambient effects. The sixth channel is
usually
s reserved for a subwoofer speaker for reproducing the low frequency effects
that may
come with certain wagering games. During production., the audio data is stored
in the
memorSJ 42 in DOLBY DIGITALTM format, i.e., as compressed and encoded digital
data. The stored digital data is encoded with information indicating the data
stream to
be transmitted through each sound channel. The CPU 36 includes a digital
surround
to sound decoder that, during playback, decodes the stored digital data into
multiple data
streams transmitted through the sound channels.
An extended surround version of DOLBY DIGITALTM, called DOLBY
DIGITAL EXTM or SURROUND EXTM, encodes the audio data with a third surround
channel (i.e., surround back channel) that can be decoded for playback over a
rear
Is center speaker placed behind the player. Using matrix encoding technolog~~,
the
surround back channel information is encoded into the surround left and right
channels during production and later decoded (or derived) from the surround
left and
right channels during playback. Because of this matrix encoding scheme, the
surround back channel is not a true discrete channel. This allows certain
audio effects
r
zo to be presented behind the player, thereby achieving more enveloping and
complete
360° slu-round sound.
http:,'Itimefordvd.com!ref/dts.shtmlDTS DIGITAL SURROUNDTM by Digital
Theatre Systems, Inc., is a competing and alternative digital surround sound
format to
DOLBY DIGITALTM. Like DOLBY DIGITALTM, DTS DIGITAL SURROUNDTM
zs provides up to five discrete channels of frill frequency effects, plus an
optional sixth
channel dedicated to low frequency effects. DTS DIGITAL SURROUNDTM,
however, offers higher data rates and, therefore, uses more of the capacity of
the
memor~~ 42 than DOLBY DIGITALTM
An extended surround version of DTS DIGITAL SURROUNDTM, called DTS-
3o ES MATRIXTM, encodes the audio data with a third surround channel (z. e.,
surround
back channel) that can be decoded for playback over a rear center speaker
placed
behind the player. Yet another extended surround version of DTS DIGITAL
l0

CA 02454862 2003-12-30
SURROUNDTM, called DTS-ES DISCRETE 6.1 TM, supports a fully discrete surround
back channel. That is, the surround back channel has it own data stream and is
truly -
independent from those of the surround left and right channels.
DOLBY PRO-LOGICTM by Dolby Laboratories, Inc., is an analog surround
s sound format that encodes four channels of audio information onto two stereo
analog
channels during production. The encoded two-channel audio data is stored in an
analog section of the memory 42, such as on a Hi-Fi VHS tape. The four
channels
include front center, front left, front right, and mono surround. The front
center
channel; among other things, "anchors'' any dialogue in a wagering game to the
image
io shown on the video display 12. The CPU 36 includes an analog surround sound
decoder that, during playback; uses a technique called matrixing to derive the
front
center channel and surround sound channel from the encoded two-channel audio
data
stored in the memory 42. The surround channel is limited in bandwidth to
frequencies
from 100 Hz to 7,000 Hz.
is DOLBY SURROUNDTM by Dolby Laboratories, II1C., is an analog surround
sound format that encodes three channels of audio information onto two stereo
analog
channels. The three chamlels include front left, front right, and surround.
Relative to
DOLBY PRO-LOGICTM, DOLBY SURROUNDTM gives up the front center channel
along with some degree of fidelity in the surround channel.
~,
Zo Other surround formats are also contemplated. For example, instead of true
surround sound that relies upon a swround channel delivering audio to a
speaker
behind or to the side of a player, the present invention also contemplates
"virtual''
(3D) surround sound. Virtual surround sound relies upon virtual surround sound
algorithms, such as QSoundTM by QSound Labs, Inc., SRSTM (Sound Retrieval
Zs System) by SRS Labs, Ine.,,and other proprietary algorithms, which make use
of only
front left and right speakers and psycho-acoustic effects to emulate true
surround
sound formats.
According to some embodiments of the present invention, the system sounds
preference 82 may be set to either a standard sound scheme 102 or a thematic
sound
so scheme 104. According to one embodiment of the present invention, the
standard
sound scheme 102 utilizes generic sounds associated with casino games. The
thematic sound scheme 104 may correspond to a theme chosen by the player,
which is

CA 02454862 2003-12-30
not necessarily the theme of the game. Some exemplary themes are a rock theme
I06,
a sports theme 108, a space theme 110, a wild west theme I 12, an ocean theme
1 I4, a
jungle theme 116, or any other theme. For example; the jungle theme 116 may
include a variety of intermittent animal noises. e.g., birds chirping, monkeys
s chattering., and tigers roaring, as well as a continuous soundtrack, e.g.,
African music.
Theme music and sounds may be separately selected in some embodiments of the
present invention.
The player may select the theme that the player prefers for a particular game
according to some embodiments of the present invention regardless of whether
the
~o theme corresponds to the game. For example, even though the default theme
for a
wagering game may be the space theme 110, wherein the ~~agering game may be
related to playing poker on a nearby planet, the player may select any one of
the other
themes, such as the jungle theme 116, for having a different gaming
experience. The
player has the option of selecting a different theme at any point during the
game.
is Thus, , if the action in the game changes, as it generally does when the
player
progresses to a different game level, the sound theme can be changed
accordingly.
The sound field effect preference 84 allows a player to select a signal
processing program to be used by a sound processing system for processing
audio
data. In some embodiments, the signal processing program can be a digital
signal
ao processing program. The signal processing programs produce different sound
fields
that are digital recreations of actual acoustic envirorunents. Examples of
sound fields
include a small room effect 118, a stadium effect 120; an opera effect I22,
and a
concert hall effect 124. While the system sounds preference 82 is related to
the choice
of sounds transmitted, the sound field effect preference 84 is related to how
the sound
2s is perceived by the player. For example, the stadium effect 120 may add
reverb (echo)
to the, sound to give the player a feeling of actually being in a large
stadium. In
contrast, the small room effect 118 may add little to no :reverb to the sound
for giving
the player a more claustrophobic feeling, such as being in a cramped space.
Referring now to FIG. ~, a touch panel 126 according to one embodiment of
3o the present invention displays a sound preferences button 127 which has a
menu
including a sound field effect button 128, a system sounds button 130, a
spy°aker
settings button 132, and a volume settings button I34. Default settings may be
employed, and the default buttons according to one embodiment of the present
12

CA 02454862 2003-12-30
invention are shown in FIG. 5 with a double rectangle. The menu for the sound
field
effect button 128 includes a stadium effect button 136, a concert hall effect
button
138, an opera effect button 140, a small room effect button 142, a church
effect button
144, and a standard (default) effect button 146. The menu for the system
sounds
s button 130 includes a standard button 148 and a thematic button 150, and the
menu
for the thematic button 150 includes a rock theme button 152, a sports theme
button
154, a space theme button 156, a wild west theme button 158, an ocean theme
button
160, and a jungle theme button 162. The menu for the speaker settings button
132
includes a surround button 164, a stereo button 166, a mono button 168, and a
io headphones button 170. The menu for the volume settings button 134 includes
a high
button 172, a medium button 174. a low button 176, and an adjustable button
178.
The active default preferences in the embodiment of hIG. 5 are the standard
effect
button 146 for field effect, the standard button 148 for sound themes, the
surround
button 164 for speaker settings, and the medium button 174 for volume
settings.
is In some embodiments of the invention, the sound preferences selected by the
player can be saved to a card, such as a casino card, that the player can use
in different
gaming machines. For example, after the player selects desired sound
preferences at a
gaming terminal 10, the player has the option of saving those sound
preferences on the
casino card, arid using the casino card to load the sound preferences in a
different
Zo gaming terminal 10.
The selection of the sound preferences 76 can be limited according to the type
of user in some embodiments of the invention. An operator of the gaming
terminal 10
may have unlimited access to the selection of sound preferences 76, while a
player
may have more limited access. For example, if the operator desires to maintain
a
2s sports theme throughout a casino, such as when an anticipated sporting
event occurs,
then the operator could limit the player's access to sports related
preferences, e.g., the
sports theme 108 and the stadium effect 120. Similarly, more complex settings
such
as speaker settings and surround settings may be reserved for operator
control; with
players having the option to change simpler settings such as a system sounds
3o preference. Thus, the selection of the sound preferences can be divided in
two classes,
a first class that is accessible only to a player and a second class that is
accessible only
to the operator of the gaming terminal 10.
13

CA 02454862 2003-12-30
In another embodiment. the sound preferences. 76 can include a choice for
playing licensed music. For example, similarly to playing music on a jukebox,
the
player could pay a.n extra fee for selecting a particular licensed song.
Alternatively,
the player could bring personal music that can be played while playing a game,
such
as by connecting a personal music player (e.g., a compact disc player) or
music media
(e.g., a compact disc) to the gaming terminal 10.
While the present invention has been described with reference to one or more
particular embodiments, those skilled in the art will recognize that many
changes may
be made thereto without departing from the spirit and scope of the present
invention.
io Each of these embodiments and obvious variations thereof is contemplated as
falling
within the spirit and scope of the claimed invention, which is set forth in
the following
claims.
14

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

2024-08-01:As part of the Next Generation Patents (NGP) transition, the Canadian Patents Database (CPD) now contains a more detailed Event History, which replicates the Event Log of our new back-office solution.

Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Event History , Maintenance Fee  and Payment History  should be consulted.

Event History

Description Date
Application Not Reinstated by Deadline 2007-01-02
Time Limit for Reversal Expired 2007-01-02
Deemed Abandoned - Failure to Respond to Maintenance Fee Notice 2005-12-30
Application Published (Open to Public Inspection) 2004-07-16
Inactive: Cover page published 2004-07-15
Inactive: IPC assigned 2004-03-08
Inactive: IPC assigned 2004-03-08
Inactive: First IPC assigned 2004-03-08
Inactive: IPC assigned 2004-03-08
Letter Sent 2004-02-20
Filing Requirements Determined Compliant 2004-02-20
Inactive: Filing certificate - RFE (English) 2004-02-20
Letter Sent 2004-02-20
Application Received - Regular National 2004-02-20
Request for Examination Requirements Determined Compliant 2003-12-30
All Requirements for Examination Determined Compliant 2003-12-30

Abandonment History

Abandonment Date Reason Reinstatement Date
2005-12-30

Fee History

Fee Type Anniversary Year Due Date Paid Date
Registration of a document 2003-12-30
Application fee - standard 2003-12-30
Request for examination - standard 2003-12-30
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
WMS GAMING INC.
Past Owners on Record
ERIC M. PRYZBY
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Description 2003-12-29 14 867
Drawings 2003-12-29 5 140
Abstract 2003-12-29 1 17
Claims 2003-12-29 7 292
Representative drawing 2004-06-21 1 19
Acknowledgement of Request for Examination 2004-02-19 1 174
Courtesy - Certificate of registration (related document(s)) 2004-02-19 1 107
Filing Certificate (English) 2004-02-19 1 160
Reminder of maintenance fee due 2005-08-30 1 110
Courtesy - Abandonment Letter (Maintenance Fee) 2006-02-26 1 174