A method of outputting sound effects during video game gameplay
The use of ranged sound-editing operators with variable components and machine-learning model training addresses the limitations of existing sound editing technologies by enabling dynamic and precise adjustments, resulting in the generation of varied and realistic sound effects.
Patent Information
- Application Number
- GB2023010388
- Authority / Receiving Office
- GB · GB
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-06
- Publication Date
- 2025-01-08
AI Technical Summary
Existing sound editing technologies lack flexibility and precision in applying sound effects, particularly in dynamically adjusting parameters like amplitude, frequency, and phase, which limits the generation of varied and realistic sound effects.
The implementation of ranged sound-editing operators with variable components that can be selected at runtime, combined with machine-learning model training to generate sound effects similar to known sounds, allows for dynamic editing of source sounds across amplitude, frequency, and phase ranges.
This approach enables the creation of a wide range of realistic sound effects by allowing for real-time adjustments and training of machine-learning models to apply these operators effectively, enhancing the flexibility and accuracy of sound editing processes.
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Abstract
Description
In embodiments of the invention, storing the source sound and the associated sound-editing operator in the memory may comprise storing the source sound and a ranged sound-editing operator. In particular, the sound-editing operator may comprise a variable component that is selected at runtime. For example, it may comprise some edit instructions in full and others that comprise a variable parameter that is selected between a particular predefined range at run time. Such ranged sound-editing operators may comprise an operator which edits the amplitude of the source sound by a factor of any amount between 0.8 to 1.2. In further embodiments, ranged sound-editing operators could also comprise any of frequency ranges, temporal ranges and phase ranges. The method 200 of the embodiment according to Figure 2 may optionally further comprise the steps of training a machine-learning model to apply the soundediting operators to the source sound to generate sound effects that are similar to the known sounds; and storing the trained machine-learning model in the memory system.
Claims
1. A computer-implemented method for outputting a sound effect during video game gameplay, the method comprising:determining a sound effect to be output;retrieving a source sound and a sound-editing operator from a memory, wherein the sound-editing operator comprises edit instructions that, when applied to the source sound, generates the sound effect to be output;applying the sound-editing operator to the source sound to generate the sound effect to be output; andoutputting the sound effect.
2. A computer-implemented method according to claim 1, wherein the sound effect to be output is determined in response to a gameplay event in the video game.
3. A computer-implemented method according to any preceding claim, wherein the sound-editing operator comprises instructions to perform an edit of a parameter of the source sound, where the parameter comprises one or more of: an amplitude or amplitude range of the source sound;a frequency or frequency range of the source sound; temporal characteristics of the source sound; or phase characteristics of the source sound.
4. A computer-implemented method according to any preceding claim, wherein the sound editing operator comprises a variable edit parameter for editing a parameter of the source sound by a variable magnitude within a predetermined range, wherein the variable magnitude is selected at runtime during gameplay.
5. A computer-implemented method according to any preceding claim, the method comprising:determining a plurality of sound effects to be output;retrieving a source sound and a plurality sound-editing operators from a memory, each sound-editing operator comprising edit instructions that, when applied to the source sound, generates a different sound effect to be output;applying each sound-editing operator to the source sound to generate the sound effect to be output; andoutputting the sound effect.
6. A computer-implemented method according to any preceding claim, wherein the sound-editing operator is determined by:applying a plurality of candidate sound-editing operators to the source sound to generate a plurality of candidate sounds from the source sound;comparing each of the candidate sounds with known sounds in a library of known sounds to determine the suitability of each of the candidate sounds for use in the video game; andbased on the comparison, selecting one of the candidate sounds; andstoring the source sound and the sound-editing operator associated with the selected candidate sound in the memory for use in generating sound effects to be output during video game gameplay.
7. A computer-implemented method according to any of claims 1 to 5 wherein the sound-editing operator is determined by:applying a plurality of candidate sound-editing operators to the source sound to generate a plurality of candidate sounds from the source sound;outputting the candidate sounds;receiving a user input selecting a candidate sound; andstoring the source sound and the sound-editing operator associated with the selected candidate sound in the memory for use in generating sound effects to be output during video game gameplay.
8. A computer-implemented method according to claim 6 or 7, wherein the plurality of candidate sound-editing operators are at least partly randomly generated9. A computer-implemented method according to claim 6 to 8, wherein the plurality of candidate sound-editing operators are generated based on user-defined input parameters.
10. A computer-implemented method according to any preceding claim, wherein the source sound comprises a sound sample or a white noise sound sample.
11. A computer-implemented method according to any of claims 6 to 10, comprising:iteratively generating a candidate sound-editing operator;applying the generated sound-editing operator to a source sound or a previously generated candidate sound to produce a set of candidate sounds.
12. A computer-implemented method according to any of claims 6 to 11, wherein comparing each of the candidate sounds with known sounds in a library of known sounds comprises extracting features of each of the candidate sounds and comparing the extracted features to corresponding features of known sounds in a library of known sounds to determine the suitability of each of the candidate sounds.
13. A computer-implemented method according to claim 12, wherein the extracted features of each of the candidate sounds comprises spectral features and / or a volume envelope.
14. A computer-implemented method according to claims 12 or 13, wherein the suitability of each the candidate sounds is determined based on the similarity between the extracted features and the corresponding features of the known sounds.
15. A computer-implemented method for generating sound effects to be output during video game gameplay, the method comprising:obtaining a source sound;applying a plurality of sound-editing operators to the source sound to generate a plurality of candidate sounds from the source sound;selecting a sound-editing operator based on the suitability of the associated candidate sound; andstoring the source sound and the sound-editing operators used to generate the suitable candidate sound in a memory device for use in generating sound effects to be output during video game gameplay.
16. A computer-implemented method according to claim 15, wherein the plurality of candidate sound-editing operators are at least partially randomly generated.
17. A computer-implemented method according to claim 15 or 16, wherein the plurality of candidate sound-editing operators are generated based on user-defined input parameters.
18. A computer-implemented method according to any of claims 15 to 17, wherein each candidate sound is compared to a known sound stored in a library to determine the suitability of each candidate sound and a sound editing operator is selected for storing based on the comparison.
19. A computer-implemented method according to any of claims 15 to 18, wherein each candidate sound is output, the method further comprising:receiving a user input indicating a selection of a candidate sound; and storing the source sound and the sound-editing operator associated with the selected candidate sound in the memory for use in generating sound effects to be output during video game gameplay.
20. A computer-implemented method according to any of claims 15 to 19, comprising:iteratively generating a candidate sound-editing operator;applying the generated sound-editing operator to a source sound or a previously generated candidate sound to produce a set of candidate sounds.
21. A computer-implemented method according to any of claims 15 to 20, wherein comparing each of the candidate sounds with known sounds in a library of known sounds comprises extracting features of each of the candidate sounds and comparing the extracted features to corresponding features of known soundsin a library of known sounds to determine the suitability of each of the candidate sounds.
22. A computer-implemented method according to claim 21, wherein the extracted features of each of the candidate sounds comprises spectral features 5 and / or a volume envelope.
23. A computer-implemented method according to claims 21 or 22, wherein the suitability of each the candidate sounds is determined based on the similarity between the extracted features and the corresponding features of the known sounds.10 24. A computer program comprising instructions that, when executed by acomputer, perform the methods of claims 1 to 14, or 15 to 23.
25. A video game system, comprising:a processor configured to perform the methods of claims 1 to 14, or 15 to23.
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