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System and method for regulating overlapping media messages

A multi-user system, technology of messages, applied in the field of systems and methods for mediating overlapping media messages

Inactive Publication Date: 2009-10-21
黎明游戏有限责任公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The system thus solves the problem of users ("talkers") "talking on top of each other" by: (1) regulating access to audio channels; and (2) treating the spoken audio as distinct chunks ("messages") ”) in order to sequentially play to users ("listeners") e.g. messages from multiple channels or multiple users in a single channel

Method used

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  • System and method for regulating overlapping media messages
  • System and method for regulating overlapping media messages
  • System and method for regulating overlapping media messages

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Experimental program
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Embodiment Construction

[0027] The following definitions are employed in describing systems and methods for mediating overlay media messages.

[0028] A "speaker" is a person who provides the content of a media message. Similarly, a "listener" is a person who is provided the content of a media message. The listener does not have to actually hear the media message - it can choose to skip playback, or even automatically filter the message so that it is skipped, deleted, played back later, played back at a specific playback rate, becomes a transcription theme, etc.

[0029] A "message" or "media message" is a distinct piece of content with a certain time frame. Media messages are typically provided by a speaker, however, media messages may also be provided automatically by a machine, such as by a non-player character. In many cases, the message will be created by the speaker pressing a key on their computer, speaking, and then releasing the key. This data packet represents a finite number of seconds...

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PUM

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Abstract

The described systems regulate the transmission and playback of multiple streams of audio data, e.g., for a multiplayer game, and provide sequential playback of audio, buffered while the listener is listening to a different stream, time-compressed if necessary. The systems thus solve a problem of users ''talking over each other'' by: (1) regulating access to audio channels; and (2) treating the spoken audio as distinct blocks so as to play the messages, e.g., from multiple channels, sequentially to users. The messages may be played back at a later time at time-compressed rates or aborted as directed by the user or by a separate automated process.

Description

Background technique [0001] Standard multi-user voice over IP ("VOIP") systems, such as those employed in massively multiplayer online games ("MMO"), suffer from obstacles when two or more users or players talk simultaneously on the same channel. Even if users try to avoid such "mutual conversations," the inherent delays in transmission and playback defeat this attempt. The problem is even more pronounced in multi-channel systems because speakers listening and transmitting on different channels may inadvertently talk on top of each other while the talk is heard by a listener who is listening to both channels at the same time. [0002] As an example, and referring to FIG. 1 , a system 10 is shown in which a game server 12 serves a number of game clients 14 , 16 , 18 . The game server 12 runs the game engine application program, maintains the entire game virtual environment, and sends information about the player's role and the client's local environment to the game client. ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04R27/00
CPCA63F13/12H04L12/1881A63F2300/572H04L65/602A63F2300/1081H04L65/4061H04L67/38H04L12/1827G07F17/3276A63F2300/558H04L29/06034H04L65/605H04L29/06489H04L29/06027G07F17/32H04L65/4038H04L65/762H04L65/765H04L67/131A63F13/30H01Q1/52H04R27/00H04M1/64A63F13/87A63F13/35H04L9/40H04L65/1101H04L65/403
Inventor 埃里克·哈沃德·考斯基
Owner 黎明游戏有限责任公司