Adding audio content to your digital work

A digital work component manages audio data requests to seamlessly integrate additional audio into the user experience, addressing the challenge of coordinating multiple digital content streams on mobile devices without disrupting gameplay or interaction.

JP7751032B2Active Publication Date: 2025-10-07AUDIOMOB LTD
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Patent Information

Application Number
JP2024095059
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-06-22
Filing Date
2024-06-12
Publication Date
2025-10-07
Estimated Expiration
2041-06-22

AI Technical Summary

Technical Problem

Switching between digital content on devices, particularly mobile devices, can be cumbersome, and coordinating the presentation of separate digital content without affecting gameplay functionality or user interaction is challenging, especially when interactive games include their own audio content.

Method used

A digital work includes a component that coordinates or generates a request for audio data, controlling playback to replace or continue original audio with received audio data seamlessly, allowing users to interact with the digital work while receiving additional audio content without distraction.

Benefits of technology

Enables users to engage with digital content at a visual and interactive level with separate audio content played in a coordinated manner, reducing distraction and improving user experience by avoiding confusion during transitions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a method and a system for reproducing audio on a device.SOLUTION: A method includes the following steps. The method and a system includes a step in which a component of a digital work starts a request for audio data in an expression of the digital work while the digital work includes video data. A step for receiving audio data according to a request. A step for suspending reproduction of first audio data being reproduced currently on a device, and for reproducing received audio data on the device while the expression of digital work continues on the device. A step for continuing to express a digital work on the device when received audio data stop being reproduced, and resuming reproduction of first audio data being reproduced before on the device.SELECTED DRAWING: Figure 2
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Description

[Background technology]

[0001] background Digital content can be consumed on devices in a variety of ways. Digital content, including multiple formats such as audio, video, and interactive content, often competes for a user's attention. Switching between digital content on devices, and particularly mobile devices, can be cumbersome, and there can be barriers to users consuming different digital content simultaneously, even if they wish to do so.

[0002] For example, a user may want to play an interactive game on their device while listening to music from a different application. Managing such a transition can be difficult, especially if the interactive game includes its own audio content that may interfere with the user's listening experience.

[0003] Digital content, such as games and other applications, may include the ability to present other digital content, such as video content, instructional content during gameplay, and content from external sources (e.g., live broadcast feeds, bulletins, and advertisements), at intervals. Coordinating the presentation of separate digital content to a user during gameplay without affecting gameplay functionality, user interaction, or game flow can be challenging, especially on small or mobile devices with limited resources and small display screens.

[0004] Therefore, there is a need for a method and system that overcomes these difficulties. Summary of the Invention [Means for solving the problem]

[0005] overview A digital work, such as a game or application, includes a component, such as a plug-in, that coordinates or generates a request for audio data while the digital work is being presented to a user. The request may not be for specific audio data, but may instead indicate an appropriate time to play such alternative audio data selected elsewhere to the user. This may occur during user interaction, such as while playing a game, and the component may be invoked within, embedded within, or run in parallel with such an application. The component operates within the same device that represents the digital work and plays the audio data.

[0006] The device receives audio data in response to a request generated by a component. The component controls (or is used to define other components to control) the playback or presentation of the digital work by continuing to display its video content and any user interaction, but replacing the audio contained in the digital work (or other audio data being played on the device) with the received audio data. The received audio data continues to play until either it is completed or it is stopped midway through its playback, perhaps by user interaction or selection, at which point whatever audio was previously playing on the device resumes, preferably where it left off (e.g., in the case of a music track). However, if the original audio is context-specific (e.g., sound effects within a game or application), the audio data may be used to play the digital work. ), the original audio can continue in the current context. The originally playing audio may be part of the digital work (e.g., game audio) or may come from a separate app playing in the background, such as a radio station or audio track selected by the user.

[0007] Thus, a user can continue to interact with the digital work at a visual and interactive level, with separate audio content temporarily played to them in a manner that does not distract them from the digital work, but in an automated and coordinated manner, reducing distraction and improving the user / computer interface. This is particularly useful, for example, to avoid user confusion. Combining received audio content being presented or rendered with simultaneous video content of the digital work is particularly advantageous, especially with interactive content such as games, because audio can be swapped in and out without significantly disrupting user interaction.

[0008] According to a first aspect, a method for playing audio on a device is provided, the method including the steps of: a component of a digital work initiating a request for audio data during a presentation of the digital work, the digital work including video data; receiving the audio data in response to the request; suspending playback of first audio data currently being played on the device while continuing the presentation of the digital work on the device and playing the received audio data on the device; and, when the received audio data stops being played, continuing the presentation of the digital work on the device and resuming playback of the first audio data previously being played on the device. Thus, a user may continue to interact with the digital content while being temporarily provided with additional or supplemental content (audio) in a seamless manner and without disrupting user interaction with a current application.

[0009] Preferably, the digital work is an interactive digital work, however, the digital work may simply be video or video and audio content.

[0010] Optionally, the interactive digital work may be a game, a mobile application, or a web page. Other types of digital works may be used or incorporate components in various forms.

[0011] Advantageously, the method may further include modifying one or more parameters within the interactive digital work following playback of the received audio data. Thus, the otherwise independent content may have direct or indirect interaction with the digital work. For example, playing the audio content in its entirety may indicate that the user has heard the instructional content and can proceed to a different or next section of the digital work. Alternatively, for example, playing an audio advertisement in its entirety (or up to a predetermined point) may unlock one or more features of the digital work (e.g., a mobile app or game), such as providing additional lives, in-game coins, in-app rewards, and / or additional equipment or character costumes.

[0012] Optionally, one or more parameters may vary the user's interaction with the interactive digital work.

[0013] Optionally, the first audio data may be audio data of a digital work or audio data generated by a separate application. The initial audio data may be audio data that is part of the digital work (e.g., the audio track of a video or game sounds), but the first audio may also be provided by another application or functionality of the device on which the method is performed (e.g., a mobile device). This other application may be, for example, a music, streaming, or podcast provider (or another source of audio).

[0014] Preferably, the component of the digital work that initiates the request may be a software plug-in, for example, this may be a Unity plug-in or similar item of add-on code.

[0015] Optionally, the method may further include detecting a current device volume output level and performing one or more actions if the detected volume output level is below a predetermined threshold. Because it is audio that is received, it may be advantageous to ensure that the device (e.g., a mobile device such as a smartphone) is configured to provide the audio at a high enough audio level that it can be heard by the user. This may be through an internal speaker or headphones, if connected.

[0016] Optionally, the one or more actions may include issuing a user prompt to increase the volume output level, increasing the volume output level to a predetermined threshold, and / or preventing playback of audio data until the device volume output level is at or above the predetermined threshold. Actions may also include, for example, delaying playback of received audio until the volume is at or above the predetermined threshold.

[0017] Optionally, the method may further include receiving a user command to stop playing the received user data, and in response, resuming playback of the audio data of the digital work in place of the received audio data, so that the original audio continues automatically regardless of whether playback of the received audio data has completed.

[0018] Optionally, the method may further include monitoring how much of the audio data has been played and reporting the monitored amount of playback. Thus, external monitoring may be maintained as to how much and what audio has been played on different devices. This information may be used to select audio for transmission to a device or to determine that any predetermined requirements for playback of particular audio data have been met.

[0019] Advantageously, the components may perform the monitoring and reporting steps, which may therefore simplify the processing of information and the setup of functions.

[0020] Preferably, the audio data may be received from a server. The audio data may be received from different sources or servers, even for the same device and / or digital work.

[0021] Optionally, the method may further include the steps of: a server receiving a request for audio data; the server preparing a further request based on the request parameters; the server issuing the further request and receiving the audio data in response; and the server transmitting the audio data to the mobile device. This process may involve transmitting different audio data to different devices or to the same device at different times. It can be used to transmit between

[0022] Optionally, the method may further include the step of the device receiving visual data together with the audio data, and displaying the visual data together with the video data of the digital work on a display of the device, which may for example be a visual indication of, for example, the name or source of the audio data, or an advertising banner.

[0023] Optionally, the visual data may include user interactivity, for example, a user may click on or otherwise select or activate the visual data, which may result in the user being directed to a website or other location, for example.

[0024] Preferably, the method may further include the step of transmitting a report of user interaction with the user interactivity of the visual data, which may be transmitted to the source of the audio data (or other location or entity) for monitoring or other purposes.

[0025] According to a second aspect, there is provided a device or mobile device comprising a display and means adapted to perform the steps of any of the methods described above.

[0026] According to a third aspect, there is provided a system comprising a server and a device or a mobile device as described above.

[0027] According to a further aspect, a system is provided for creating and customizing components, creating digital works, and / or selecting audio data for transmission to a device in response to a request from a component.

[0028] The above-described methods may be implemented as a computer program comprising program instructions for operating a computer, which may be stored on a computer-readable medium.

[0029] Additional aspects and advantages of the present disclosure will become readily apparent to those skilled in the art from the following detailed description, wherein only illustrative embodiments of the present disclosure are shown and described. As will be realized, the present disclosure is capable of other and different embodiments, and its several details are capable of modifications in various obvious respects, all without departing from the present disclosure. Accordingly, the drawings and description are to be regarded as illustrative in nature, and not as restrictive.

[0030] BRIEF DESCRIPTION OF THE DRAWINGS The novel features of the invention are set forth with particularity in the appended claims. A better understanding of the features and advantages of the present invention will be obtained by reference to the following detailed description that sets forth illustrative embodiments, in which the principles of the invention are utilized, and the accompanying drawings (also referred to herein as "Figure" and "FIG."), which are as follows: [Brief explanation of the drawings]

[0031] [Figure 1] 10 illustrates an example of a reward-based audio advertisement or other audio data provided within a video game. [Figure 2] 1 illustrates a schematic diagram of a programmatic advertising process for delivering audio advertisements or other audio data. [Figure 3] 1 illustrates an exemplary diagrammatic flow for integrating and delivering non-interruptive advertising or other audio data within video content / media assets via an audio advertising system, according to some embodiments of the present disclosure. [Figure 4] 1 illustrates another exemplary diagrammatic flow for integrating and delivering non-interruptive advertising or other audio data within video content / media assets via an audio advertising system, according to some embodiments of the present disclosure. [Figure 4A] 1 shows a schematic state diagram of a system including components for requesting, providing, and monitoring audio data. [Figure 4B] 1 shows a schematic diagram of a system including components for requesting, providing, and monitoring audio data. [Figure 5] 1 illustrates an example of an SDK event tracker provided by the system for advertisers or other audio content providers and / or demand-side platforms (DSPs). [Figure 6]1 illustrates an exemplary GUI for inserting audio advertisements or other audio data into a video game. [Figure 7] Here are some examples of SDK parameters, parameter types, and descriptions: [Figure 8] 10A-10C illustrate a flow diagram for providing uninterrupted advertising or other audio data according to some embodiments of the present disclosure. [Figure 9] 1 illustrates another non-limiting exemplary diagram of Real Time Bidding (RTB) demand aggregation. [Figure 9A] 1 shows a schematic state diagram of a system for requesting, providing, and monitoring audio data. [Figure 9B] 1 shows a schematic diagram of a system for requesting, providing, and monitoring audio data. [Figure 10] 1 shows a block diagram depicting an exemplary machine for implementing the methods and systems described herein. [Figure 11] 1 illustrates a non-limiting example of a web / mobile application delivery system. [Figure 12] 1 illustrates a non-limiting example of a cloud-based web / mobile application delivery system. [Figure 13] 1 shows a flowchart of a method for providing audio data. DETAILED DESCRIPTION OF THE INVENTION

[0032] Detailed Description While various embodiments of the present invention have been shown and described herein, it will be apparent to those skilled in the art that such embodiments are provided by way of example only. Numerous variations, changes, and substitutions may occur to those skilled in the art without departing from the invention. It should be understood that various alternatives to the embodiments of the invention described herein may be employed.

[0033] Some definitions Unless otherwise defined, all technical terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs.

[0034] References throughout this specification to "some embodiments" or "embodiments" mean that a particular feature, structure, or characteristic described in connection with an embodiment is included in at least one embodiment. Thus, the appearances of the phrase "in some embodiments" or "in an embodiment" in various places throughout this specification do not necessarily all refer to the same embodiment. Furthermore, particular features, structures, or characteristics may be combined in any suitable manner in one or more embodiments.

[0035] As used herein, terms such as "component," "system," "interface," "unit," and the like are intended to refer to computer-related entities, hardware, (e.g., running) software, and / or firmware. For example, A component may be a processor, a process running on a processor, an object, an executable, a program, a storage device, and / or a computer. By way of example, an application running on a server and the server may be a component. One or more components may be within a process, and a component may be localized on one computer and / or distributed between two or more computers.

[0036] Additionally, these components may execute from various computer readable media having various data structures stored thereon. Components may communicate via local and / or remote processes, for example, pursuant to signals comprising one or more data packets (e.g., data from one component interacting via signals with another component in a local system, a distributed system, and / or across a network with other systems, e.g., the Internet, a local area network, a wide area network, etc.).

[0037] As another example, a component can be a device having a specific functionality provided by mechanical parts operated by electrical or electronic circuits. The electrical or electronic circuits can be operated by software or firmware applications executed by one or more processors. The one or more processors can be internal or external to the device and can execute at least a portion of the software or firmware applications. As yet another example, a component can be a device that provides a specific functionality through electronic components without mechanical parts. An electronic component can include one or more processors for executing software and / or firmware that at least partially imparts the functionality of the electronic component. In some cases, a component can emulate the electronic component via a virtual machine, for example, in a cloud computing system.

[0038] Furthermore, the word "exemplary" is used herein to mean serving as an example, instance, or illustration. Any aspect or design described herein as "exemplary" should not necessarily be construed as preferred or advantageous over other aspects or designs. Rather, use of the word exemplary is intended to present a concept in a concrete manner. As used in this application, the term "or" is intended to mean an inclusive "or" rather than an exclusive "or." That is, unless otherwise specified or clear from context, "X employs A or B" is intended to mean any of the natural inclusive permutations. That is, if X employs A, or X employs B, or X employs both A and B, then "X employs A or B" is satisfied under any of the foregoing examples. Additionally, as used in this application and the appended claims, the articles "a" and "an" should generally be construed to mean "one or more" unless otherwise specified or clear from context that the singular form is intended.

[0039] The term "impression," as used herein, may generally refer to a countable event related to the consumption of a given media asset that can be used for various purposes, including, for example, determining the effectiveness or penetration of advertising content, assessing user interest in products / services, and as a basis for charging advertisers for the placement of their advertising content. These impressions may utilize statistical or anecdotal data. For example, impression data may be correlated with users on an individual basis (e.g., to determine whether user A actually listened to or interacted with ad X) or alternatively may be drawn across a broader pool (e.g., via statistical distributions of user interactions or listening to ads associated with video games or media streams).

[0040] In one aspect, the present disclosure provides methods and systems for creating and incorporating uninterruptible advertising or other audio content into digital works, such as video media assets / content (e.g., video games, movies, etc.), and delivering the advertising or other audio content in a non-intrusive manner. The examples provided describe video games, but any digital work may be used. For example, audio (e.g., advertisements) may be inserted into video mobile games via a provided platform, and the audio advertisement may be played to a user (e.g., a game player) without interrupting gameplay. When a player transitions from in-game content to an audio advertisement, their in-game experience may be unaffected, and the audio advertisement may be delivered in a way that does not distract the user from the game, thereby increasing viewer loyalty to the format.

[0041] In some embodiments, the audio can be generated and delivered in a standard format or a reward-based format. In some cases, the standard format may allow a user to skip over a particular received audio after a few seconds using a skip button. Reward-based audio ads may encourage users (e.g., mobile game players) to voluntarily listen to the audio ads in exchange for in-game treats (e.g., extra lives, coins, daily rewards, closed content, etc.). For example, after listening to a short audio ad, a user may gain access to a valuable in-game bonus. The rewards offered to users may be designed to target video game content or gamers and can range from extra lives / rounds in the game to small daily bonuses such as coins or hints, where the hints help gamers progress through the game if they get stuck. In some cases, the reward-based format can be tailored to fit the particular game triggered by the user or may be automatically adjusted to better target the user or game. Such audio advertisements can beneficially engage users without distracting them from the game or disrupting their in-game progress, thereby providing higher user retention and satisfaction compared to visual advertisements.

[0042] FIG. 1 illustrates an example of a rewarded audio advertisement provided within a video game. As illustrated in the example, during a game 101, a user may be prompted to listen to a rewarded audio advertisement in exchange for an in-game treat, as described above. In some cases, if a system audio level (e.g., low or zero volume) is detected as muted, the user may be prompted to unmute or increase the volume level to receive the rewarded audio advertisement. For example, a visual message 107 may be displayed to prompt the user to choose to listen to the rewarded audio advertisement. The user may choose to listen to the audio advertisement or ignore it. In some cases, a companion banner 105 may be displayed to add visual engagement to the audio experience. The banner 105 (e.g., an overlaid interactive image) may take the user to a page (e.g., a product page) defined by the advertiser. The banner may be positioned in a location (e.g., the top, bottom, or corner) that does not block or disrupt essential objects of the video game. As used herein, the terms "companion ad" or "companion banner" may refer to a static banner that includes a logo and call-to-action (CTA) overlay that may be available to click on while audio playback is in progress. In some cases, a companion ad may be displayed on one or more game objects.

[0043] Uninterrupted advertising can be provided for any video or digital asset. In some embodiments, digital content, video content, or video media The asset may be a video game (e.g., a computer game, a mobile game, an arcade game, a home game, etc.) or other application. The digital content, video content, or video media asset may include any other type of content, such as a movie, network media, etc.

[0044] Audio advertisements or other audio content can be delivered to mobile devices or video content (e.g., video games) through online advertising processes such as programmatic advertising. FIG. 2 illustrates a schematic of a programmatic advertising process for delivering audio advertisements. Programmatic advertising is an automated digital advertising process that connects advertisers with publishers to deliver advertisements to the right people at the right time and in the right place. As shown in the exemplary process, when a user opens a website or mobile application, a bid request may be generated requesting an advertisement from an ad exchange. An ad exchange may refer to a platform that facilitates the buying and selling of advertising space from websites and apps. The price of the inventory is determined through an automated, auction-based marketplace.

[0045] Advertisers may run ad campaigns through demand-side platforms (DSPs) in response to bid requests, and ad exchanges may run auctions to determine the highest bidding advertisers and send the winning ads as ad responses to websites or mobile apps.

[0046] Method and system for unity plug-in based integration The following examples describe audio that is an audio advertisement, but the audio may take other forms, such as a news broadcast, an audio track (e.g., music or an audiobook), or instructional audio. In either case, the audio content can be seamlessly integrated into existing platforms, such as third-party game development platforms like Unreal Engine, Cocos2d, and Amazon Lumberyard, via customized software development kits (SDKs) or application programming interfaces (APIs). In some embodiments, audio advertisements can be inserted into video games developed with game development software like the Unity Engine via customized audio ad SDKs. The Unity Engine is used by developers to create 3D, 2D, virtual reality, and augmented reality games, as well as simulations, applications, and other experiences. The Unity Engine has also been adopted in industries other than video games, such as film, automotive, architecture, engineering, and construction. The provided audio ad SDK integration system may conveniently enable game developers to integrate the audio ad SDK into their games and may provide components that enable game developers to design audio ads (e.g., select reward audio triggers, sound outputs, companion banner objects, unmute prompts, etc.) contemporaneously with game development within the Unity engine. The Unity engine can be used with Unity plug-ins (i.e., components within digital works) that enable users to implement audio ad features within their games. It should be noted that any discussion of the audio ad SDK provided herein may also apply to Unity plug-ins or components throughout this specification.

[0047] Although the SDK and integration methods described herein are presented in the context of the Unity engine, the methods and systems described herein can be used to provide non-disruptive audio integration for any existing third-party game (or other) development platform or development system. It should be noted that the .sigma.tf file can be used to provide a

[0048] 3 generally illustrates an exemplary diagrammatic flow 300 for integrating and delivering uninterrupted advertisements within video content / media assets via an audio advertising system, in accordance with some embodiments of the present disclosure. As noted above, the audio advertising system may include a Unity engine. In some embodiments, the Unity engine may be used in conjunction with a Unity plug-in that allows users to implement audio advertising features within their games.

[0049] The provided Unity plugin may offer various features for providing an uninterrupted advertising experience or other audio content during gameplay. In some cases, the Unity plugin may include an automatic volume detection feature so that operating system level volume can be detected, enabling the audio advertising system to deliver audio ads or trigger one or more actions (e.g., prompt the user to unmute) based on the detected audio level. For example, audio ads may be played at the same audio level as the detected operating system audio level. In some cases, when the operating system level is detected to be muted or below a predetermined threshold, a visual notification may be displayed indicating to the user that an audio ad (or other audio content) is available. The Unity plugin may also provide audibility measurement capabilities so that volume changes or audibility can be detected.

[0050] In some cases, the Unity plugin may have an audio passback feature. For example, when an audio ad is triggered / played, the Unity plugin may automatically pause background app audio (e.g., Spotify, game) at the current playback point and return to the background app audio once the audio ad is complete. As an example, during gameplay, when an audio ad is playing, the video game may continue uninterrupted, while the game's audio may be muted or its volume reduced.

[0051] In some cases, the Unity plug-in may have an unmute prompt feature. For example, if during playback of an audio advertisement, the operating system volume is detected to be below a threshold, e.g., 20%, 30%, etc., the user may receive a visual prompt advising the user to adjust the volume or unmute.

[0052] In some cases, the Unity plugin may be able to track events. For example, the Unity plugin may track audio ad impressions, quartiles (e.g., 0%, 25%, 50%, 75%, 100%), length of time audio played (e.g., absolute, percentage, milestone, etc.), banner impressions and banner click-throughs or other events. This may provide rich reporting data and engagement statistics to advertisers or other audio providers. In some cases, the Unity plugin may also provide companion banners.

[0053] As shown in Figure 3, the Unity plug-in 301 may send a bid request, such as a universal resource locator (URL) request, to an audio ad exchange or other server that includes multiple targeting parameters, such as device identification in the Identity for Advertisers (IDFA) or ADID format, location in latitude and longitude format, and IAB gateway address. These may include, but are not limited to, game genre / category in game genre / category identifier format, audio location in string format, banner size in pixel dimensions, store identifier in string format, store URL in string format, bundle identifier in reverse DNS format, interests in string format, laws such as the Children's Online Privacy Protection Act, California Consumer Privacy Act, General Data Protection Regulation, and various others.

[0054] It should be noted that audio data need not be provided based on a bid (or payment) for device playback. Audio data may be provided for purposes other than advertising. For example, a user may request that different audio tracks be sent to them to play seamlessly while they interact with an application or game on their device. This may be provided as part of a service (e.g., a subscription service) or as related training or instruction. For example, this may be specific to the application or game they are currently interacting with. Thus, a request for audio data may also include additional information about the user and how they are operating their device, as well as what applications they are using. This may improve the relevance of the audio data sent at any particular time.

[0055] In some embodiments, at least one of the device identification, location, game genre, audio location, banner size, store identification, store URL, bundle identification, and interests is obtained automatically from the Unity engine without developer or user input. In some embodiments, at least one of the device identification, location, game genre, audio location, banner size, store identification, store URL, bundle identification, and interests requires developer input within the Unity (or other) SDK. In some embodiments, at least one of the device identification, location, game genre, audio location, banner size, store identification, store URL, bundle identification, and interests is derived from a demand-side platform (DSP) first-party, a third-party data package (e.g., Google Audiences), or both. In some embodiments, at least one of age, gender, and interests is derived from the device identification. In some cases, privacy laws and requirements may be provided by the developer.

[0056] The DSP may respond to the bid request if it has a campaign that matches the targeting parameters. The ad exchange may then send back a Video Ad Serving Template (VAST) response that includes the audio ad and tracking events.

[0057] When an audio advertisement (or other audio data) is played, a tracked event is detected and reported in a corresponding event trigger. The reporting dashboard 305 may track and report advertisement performance data (e.g., using data sent back by a plug-in or component within the digital work). The billing system 303 may then calculate game developer payments based on the performance data and reporting.

[0058] 4 illustrates another exemplary diagrammatic flow 400 for integrating and delivering non-interruptive advertisements within video content / media assets via an audio advertising system, according to some embodiments of the present disclosure. The audio advertising system requests audio advertisement files upon receiving targeting signals such as device ID, location, and app category, as described above. The on-demand advertising API may include an on-demand advertising API that returns audio ad files. The returned audio ad files may include, but are not limited to, an audio file (e.g., MP3, WAV, WMA, or OGG format), an image for a companion ad (e.g., GIF, JPEG, PNG, HTML, JavaScript, etc.), other data (e.g., metadata such as title, description, etc.), an event tracker (e.g., additional code), a click-through URL, or one or more interactive elements for presenting a non-intrusive advertisement or other audio data. The on-demand advertising API may interface with an audio advertising software development kit (SDK) of the present disclosure to enable users to make audio ad calls within a video asset (e.g., a game).

[0059] Audio advertisements may be created and served using the software development kit (SDK) of the present disclosure. In some embodiments, the provided audio advertisement SDK or audio advertisement system may comprise multiple components to facilitate seamless integration of non-intrusive advertisements into video games.

[0060] As shown in the figure, the audio advertising system may include an ad exchange 403 (demand partner) configured to receive a bid request generated by a URL builder 407. The URL builder may generate a URL including multiple targeting parameters, as described elsewhere herein. The demand partner 403 may receive a private deal (e.g., an ad campaign) and audio creative (or any audio data) 402 from an advertiser 401 or other entity (e.g., an advertiser server, a news source, etc.) in response to the bid request. The demand partner 403 may be an audio ad exchange, as described above. The private deal may include data about the ad campaign, such as start date, end date, budget information, targeting information, syndication information, etc., for one or more batches of one or more ads. Any suitable deal type may be enabled by the platform provided. For example, "various deal types" include open auctions, private auctions, preferred deals, programmatic guaranteed deals, and various others. An open auction is also sometimes called real-time bidding (RTB), in which inventory prices are determined in real time through an open auction in which any publisher or advertiser can participate. In an open auction, a publisher may make media inventory available on an ad exchange at a specific minimum cost per thousand (CPM) price, advertisers may bid on the available media they want, and the highest bidder wins the impression. In a private auction, a select / exclusive group of advertisers may have priority to bid on the media inventory. In some cases, a publisher may approve or allow selected advertisers to apply for an invitation to participate in the private auction. In a preferred deal, a buyer may purchase inventory directly from a publisher through an ad exchange without an auction.Transactions may be processed in real time, and advertisers may win impressions by bidding at or above a fixed CPRM price set by the publisher. In Programmatic Guaranteed transactions, buyers may purchase inventory from a single publisher without an auction, and buyers may agree to purchase a fixed number of impressions at a price guaranteed by the publisher. The provided audio advertising system may be able to map various different transaction types to a given bundle ID via custom targeting tags (TTags).

[0061] The audio creative 402 may include any object that contains all the data to represent an audio advertisement. The audio creative is returned to a demand partner (e.g., an on-demand API) in response to a bid request. As noted above, the object The object may be an audio file (e.g., MP3, WAV, WMA, or OGG format), an image (e.g., GIF, JPEG, PNG, HTML, JavaScript, etc.) for a companion advertisement, other data (e.g., metadata such as title, description, etc.), or interactive elements for presenting a non-intrusive advertisement. The audio file may also include an event tracker and a click-through URL.

[0062] For example, an event tracker might: Impression: Fires when an audio ad starts playing 1st Quartile: Triggers when an audio ad reaches 25% play Second Quartile: Triggers when an audio ad reaches 50% play Third Quartile: Triggers when an audio ad reaches 75% play 4th Quartile: Triggers when an audio ad reaches 100% play Click-through: Triggered when a banner (e.g., an interactive visual data element) is clicked Mute: Triggered when a user mutes their audio Unmute: Triggered when a user unmutes their audio, It may include any one or more of the following:

[0063] The non-public transaction data and / or audio creative may be submitted to the audio ad system by an advertiser (e.g., an advertiser server) before or when a game developer uses the audio ad SDK to insert ads into a video game. For example, a game developer may install the audio ad SDK, attach SDK parameters to game objects, compile the game, and distribute the game to a publisher or game marketplace (e.g., Google Play Store or Apple App Store). In some embodiments, the audio ad SDK may provide a graphical user interface (GUI) that enables game developers to insert advertisements into video games. For example, through the GUI, game developers may be permitted to modify multiple parameters, such as reward audio triggers (e.g., attach parameters to game objects), sound outputs, companion banner objects, unmute prompts, etc. More details regarding inserting audio advertisements (or other audio content) into video games are provided later herein.

[0064] A user (e.g., a game player) may download a video game for play on a user device. The user may receive one or more audio ads or other audio data during gameplay. In some cases, a bid or other request for an audio ad or other audio data may be triggered by targeting signals, such as a device ID, location, and app category, collected by an audio ad SDK 408. In some cases, the targeting signals, along with other parameters, such as constants 409 and game developer entries 410, may be sent to a URL builder 407 to add these parameters to a campaign URL. By way of example, parameters 408 may include, for example, isid, dist, lat, and long; constants 409 may include, for example, stid, fmt, and version constants 409; and game developer entries 410 may include, for example, game category, GDPR, GDOR consent, and site URL. In some embodiments, the URL builder 407 may generate a URL including the above-mentioned parameters and send the URL request to an ad exchange 403 via a demand partner's on-demand endpoint.

[0065] In some embodiments, the audio advertisement may be in a rewarded audio advertisement format (e.g., non-skippable, non-interruptive) and may be triggered when the user triggers a rewarded audio advertisement event predefined by the game developer. A bid request may be generated and sent to demand partners along with multiple SDK signals (eg, targeting signals).

[0066] In some embodiments, the audio level of the user device (e.g., the system volume of a computing device or mobile device) may be detected by the audio ads SDK before a bid request is sent. For example, the audio ads SDK provided herein may be a Unity plug-in (e.g., an iOS plug-in or an Android plug-in) that may detect the system audio level before sending a bid request. In some cases, the detected audio level may trigger one or more actions predefined by the game developer. For example, if a muted system audio level (e.g., zero or low volume) is detected, the user may be prompted to unmute to receive a reward audio ad. For example, the user may receive an on-screen visual notification indicating to the user that a reward audio ad is available. As described above, the reward audio trigger, audio ad, companion ad, or any combination thereof may be configured by the game developer within the audio ads SDK.

[0067] Upon receiving the bid request, the demand partner 403 or ad exchange generates the relevant VAST (Video Audio Stream) data, including the audio ads and tracking events. The VAST tag 404 may send a response that includes a VAST Serving Template (VAST) tag 404. The VAST tag 404 conforms to the VAST protocol, which defines placement procedures for linear audio ads (appearing before, after, or during audio content consumption), allowing advertisers or game developers to select ads for placement within video content (e.g., video games). Other protocols may also be used. The relevant VAST tag may indicate placement preferences, which may include a presentation preference for ads relative to the presentation of video content, such as audio ads only or audio ads and companion banners. In some cases, the VAST tag may include an audio file, a companion banner, and / or one or more impression trackers 405A. The relevant VAST tag may also include multiple impression trackers 405A that include information about what events qualify as impressions, the triggers of the events, or the definitions of the events.

[0068] As shown, the impression and event tracker 405A may include definitions of events and triggers for the events. For example, an audio advertisement starts event may be fired when the audio advertisement begins playing, and a first quartile event may be fired when 25% of the audio advertisement (or other audio data) has played.

[0069] FIG. 4A shows a state diagram of a process for detecting playback volume performed by a component (e.g., a plug-in or Unity plug-in) embedded within a digital work (e.g., a mobile application or a game), which may be implemented, for example, by a Unity plug-in function.

[0070] This diagram illustrates a process after audio data is provided in response to a request (from a component) and the component or plug-in detects the volume of any audio playing on the device, or the currently set audio level whether audio is playing or not. If the volume level is below a predetermined threshold, playback of any current audio playing on the device is paused and an unmute prompt is displayed to the user. This detection may occur via an API or other interface with the device's operating system. The prompt may be interactive, so that when the user selects or presses on the prompt, the device volume is set above a threshold. Preferably, the prompt is displayed until the user selects it. Alternatively, the prompt may be turned off and the audio content is not played (or an attempt is made to play it later).

[0071] If the device volume is above a predetermined threshold, the received audio data is played in place of any audio currently being played by the device (or playback is resumed). A component (e.g., a Unity plug-in) begins monitoring how much of the audio data has been played. This may be by absolute time, absolute percentage, and / or by reaching certain quartile milestones, as shown in FIG. 4A. The user may be presented with the option to skip or stop playback of the received audio data, and this skip action may be detected and reported back to a server that monitors playback events. If no skip is received and playback of the audio data is completed, this may also be reported back to the server.

[0072] The audio data received by the device may be accompanied by an interactive visual element or banner, and if the user clicks or selects this interactive visual element, the user may be directed to a further application or website (e.g., by launching a browser on the device), which may also be reported back to the server.

[0073] FIG. 4B shows a schematic diagram of functionality that may be included within Unity or other plug-ins or components. A mobile application, game, or other digital work includes a component or plug-in that requests audio data or indicates that audio data may be received. The request may be accompanied by request parameters that may be gathered from device or other data. Exemplary parameters are shown in FIG. 4A. The request, including the request parameters, is then sent to an external server or endpoint (e.g., an AudioMob Endpoint). This diagram includes various exemplary parameters that may be included, for example, determined from the user's requested permissions and other privacy settings. Some of these parameters may also include technical requirements, such as determining the size of any accompanying banners or visual accompanying data. Additionally, the request parameters may include game events or other application-specific features that allow rewards or additional features for the application or game to be unlocked. The server or endpoint receives the request for audio data and can perform more processing. For example, it may use these data to generate further requests used to obtain specific items or categories of audio data from external sources, such as ad exchanges. The ad exchange receives this request and selects a particular item of audio data to provide to the device, which in this example is shown as a creative, identified through the ad exchange.

[0074] Figure 4B also shows interactive responses provided by users receiving the audio data, how they interact with any accompanying companion banner or visual data, and how much of the audio data was listened to before any skip or close event occurred. As described with reference to Figure 4A, this information is returned to the component or plugin and ultimately reported to a central server for monitoring and billing, if appropriate. Reports can be generated by an API and sent to the mobile application or game developer.

[0075] 5 illustrates an example SDK event tracker provided by the system for advertisers and / or demand-side platforms (DSPs). As shown, example events and triggers may include an audio ad started event, triggered when an audio ad begins playing; a first quartile event, triggered when an audio ad reaches approximately 25% play; a second quartile event, triggered when an audio ad reaches approximately 50% play; a third quartile event, triggered when an audio ad reaches approximately 75% play; a fourth quartile event, triggered when an audio ad reaches approximately 100% play; a banner ad displayed event, triggered when and if a banner ad is displayed; and a click-through event, triggered when and if a banner is pressed or clicked. In some embodiments, the event tracker may further include a “mute” event, triggered when the system audio level is muted, and an “unmute” event, triggered when a user unmutes the audio.

[0076] 4 , the VAST tag may be parsed by the audio advertising system, and an uninterruptible audio advertisement may be played 405 on an audio source defined by the game developer. An impression tracker 405A may be obtained by parsing the VAST tag, and impression data 405B may be collected when a user receives the uninterruptible advertisement. The impression data 405B may include events as described above indicating user interaction with the audio advertisement, and the impression data may be sent to a demand partner 403.

[0077] In some embodiments, a companion banner may also be displayed along with the audio advertisement. For example, the companion banner may be displayed on a game object defined by the game developer. In some embodiments, when an audio advertisement is played, the game scene 406 may receive the advertisement type, an icon or banner advertisement drop-down menu if a banner is requested, and determine the banner size if a banner is requested.

[0078] After a game or application developer completes game or application development and / or insertion of audio advertisements or other audio data into the game or application, the game or application may be compiled and updated to a game or other marketplace. As described above, the game or application may be downloaded from a marketplace by a user. When a user plays the game or executes the application, an audio event (e.g., a reward audio event) defined by the game developer in the audio advertisement SDK may be triggered. In response to the trigger, a bid request having one or more SDK signals may be sent to a demand partner.

[0079] In some embodiments, the SDK provided herein may be conveniently and seamlessly integrated into a game, for example, by installing the SDK (e.g., a C# plugin for the Unity engine), attaching one or more parameters to one or more game objects, and uploading the game to a game marketplace (e.g., Google Play and the Apple App Store). In some embodiments, the audio ad SDK or audio ad system may provide a graphical user interface (GUI) that enables game developers to insert advertisements into video games.

[0080] In some embodiments, the system may provide callbacks for error signaling or handling of various events. For example, the advertising process may The plugin may return when it cannot reach the internet (e.g., there is no internet connection), when there are no campaigns from the advertiser that match the bid request, when the requested banner size is not available, when the ad expires (e.g., after 20 minutes), when the user presses a button to skip the ad, or when the Unity plugin cannot find the native operating system volume plugin. Various other actions may also be performed by the system. For example, when the requested banner size is not available, a placeholder image may be displayed, or a new ad request may be automatically generated when the ad expires.

[0081] FIG. 6 illustrates an exemplary GUI 600 for inserting audio advertisements into a video game. As shown in the example, an audio advertisement SDK 610 (e.g., a C# plug-in) is integrated into existing game or application development software 600 (e.g., the Unity engine), and multiple functional components, such as reward audio triggers (e.g., attaching game object parameters), sound output, companion banner objects, and unmute prompts, are provided via a panel 610. A developer may be permitted to design an audio advertisement via the interface panel 610. For example, a developer may set up one or more placement preferences via the panel 610, such as setting an initial advertisement type as mid-roll (e.g., a mid-roll placement where a content item is placed within the featured content of a media item), a desired banner size, static advertisement parameters, a user prompt panel (e.g., an unmute audio prompt), and various others. The GUI may display a graphical element or one or more interactive graphical elements that allow a user to interact with the audio advertisement or game object and set one or more SDK parameters. For example, the GUI may allow a user to set up a companion banner that is displayed on a selected game object, or to attach one or more SDK parameters to one or more game objects.

[0082] FIG. 7 shows example SDK parameters, parameter types, and descriptions. As shown in FIG. 7, the SDK parameters may include, but are not limited to, an output SDK parameter of type audio source, which serves as the audio source for the audio advertisement; a companion image parameter of type raw image, which serves as the audio companion image; a size controller parameter of type banner size controller, which controls the size of the companion banner; and a user prompt pane of type canvas, which invites users to unmute their game if it is currently muted. In some embodiments, the audio companion image is sent by the advertiser or audio data supplier. In some embodiments, the companion banner has a pre-configured dropdown. In some embodiments, the game developer selects a reward audio trigger, a sound output, a companion banner object, an unmute prompt, or any combination thereof.

[0083] Mobile rich media advertising interface definition-based integration method and system In alternative embodiments, audio ads or other audio data can be integrated via a customized application programming interface (API). In some embodiments, a proprietary demand-side platform (DSP) service may be created and offered to allow users (e.g., game developers) to trigger rewarded audio ads using existing SDKs via the Mobile Rich Media Ad Interface Definitions (MRAID).

[0084] The API may provide a unified interface for various different applications incorporating different rich media vendors' SDKs. In some embodiments, the provided API may utilize the Mobile Rich Media Advertising Interface Definition (MRAID). MRAID is an API for creating rich media ads for mobile display. MRAID may enable developers to create rich media ads while controlling how the ads interact with apps where ads or other audio data is inserted. MRAID includes a standardized set of commands designed to work with HTML5 and JavaScript that developers use to communicate with each application's native code, where the ads perform actions in the native code. Such requirements ensure that compliant rich media ads can work within applications using any MRAID-compliant software development kit across various publishers' mobile apps.

[0085] This disclosure also provides an integration method and system for game developers using the Mobile Rich Media Advertising Interface Definition (MRAID), which allows game developers to maintain their current monetization SDKs (e.g., AdColony, Google Ad Manager, and Fyber). In some embodiments, audio ads can be integrated through a customized application programming interface (API) that provides a unified interface for various different applications incorporating different rich media vendors' SDKs. In some embodiments, the unified API may utilize the Mobile Rich Media Advertising Interface Definition (MRAID). Alternative implementations do not require the aforementioned components (i.e., Unity plugins).

[0086] The unified API may include various features such as providing uninterrupted audio ads or other audio data in standard or rewarded formats, automatic audibility measurement, providing companion banners, and tracking events.

[0087] In some embodiments, the methods and systems presented herein may employ the MRAID 3.0 specification. In some embodiments, MRAID 3.0 advertisement containers provide an MRAID_ENV object, which beneficially enables convenient verification of whether a container is MRAID-compliant and determines information about the environment (e.g., MRAID version, SDK version, application ID, and identifier for the advertisement). MRAID 3.0's audibility measurement capabilities also enable methods and systems to detect or determine sound volume or mute status (e.g., muted sound or volume change). In some embodiments, MRAID 3.0 further enables determination of the location of a user's device when an advertisement is active.

[0088] Similar to an Audio Advertising SDK, the MRAID Audio Advertising Platform allows advertisers to create digital advertising campaigns and deliver audio creative in formats such as mp3, ogg, or aac.

[0089] Developers may configure reward audio trigger events using existing mobile SDKs (e.g., AdColony, Google Ad Manager, Fyber). In some embodiments, when a user triggers a reward audio event predefined by the game developer, the MRAID platform may use existing mobile SDKs, existing bidding platforms (e.g., Beeswax, Ka). You can also start bidding on ad slots via platforms like Google Play, Google Play Store, and Google Play Store.

[0090] In some embodiments, the audio level is detected before sending a bid request to a bidder component of the MRAID audio advertising platform. If the advertiser with the highest bid wins the auction, the bidder component may send the MRAID audio creative (e.g., a wrapped mp3 from the advertiser). In some embodiments, the MRAID audio creative is generated by wrapping the original / standard audio creative (e.g., mp3, ogg, aac) within an MRAID tag. In some embodiments, once the audio creative is played to the user, a ping is sent to the mobile SDK, and the user may be awarded a reward based on game developer settings (e.g., game items, new lives, in-game money). The MRAID audio advertising platform may also be able to detect the audio level to trigger one or more actions (e.g., a user prompt to unmute). For example, if a muted volume level is detected, the user may be prompted to unmute to receive the reward audio. The MRAID script may interact with or rely on the SDK used to create the digital work (e.g., an application or game). For example, the SDK may have device-level access to the audio capabilities of the device, and the MRAID script may directly or indirectly leverage this access (e.g., by issuing instructions to do so).

[0091] FIG. 8 schematically illustrates a flow 805 for providing uninterrupted advertising according to some embodiments of the present disclosure. In the illustrated example, an advertiser may create a digital advertising campaign on a provided audio platform. For example, a user may create an advertising campaign through a DSP's user interface by uploading an audio creative (e.g., mp3, ogg, aac). A game developer may use their existing mobile SDK (e.g., Google Ad Manager, Fyber, etc.) to set a rewarded audio trigger event within the existing mobile SDK. When a user plays a game and triggers the audio event set by the game developer, a bid request with the rewarded audio signal may be sent by the existing mobile SDK to a bidder 801 (e.g., a third-party bidder) provided by the platform. The bidder 801 may bid on an MRAID advertising slot with the rewarded audio signal. The advertiser with the highest bid from the bidders wins the auction and sends the MRAID creative (e.g., a wrapped mp3 from the advertiser) as a bid or MRAID response. A ping is sent to the mobile SDK after the audio creative is played. The user may then be rewarded based on the game developer's settings. The bid reporting component 803 may send an event log to the platform's reporting component and the platform's billing component (e.g., a billing user interface). The reporting component may compile information received from the bidder reporting component 803 and the event tracker received from the mobile SDK and send the information to a reporting dashboard.

[0092] 9 illustrates another non-limiting, exemplary diagram 911 of real-time bidding (RTB) demand integration. As shown, an advertiser 901 may submit a private deal 902 (e.g., an advertising campaign) to a bidder component 903 of an MRAID audio advertising platform. The private deal may include data regarding the advertising campaign, such as at least the private deal bid price, start date, end date, budget information, targeting information, syndication information, and advertiser audio creative 904. The advertiser audio creative 904 may be wrapped within an MRAID tag to form an MRAID creative 905 and sent to the bidder component 903. The bidder component 903 may receive a first mobile game a mobile SDK A 906 (e.g., Google Ad Manager) for a mobile game 909A, a second mobile SDK 907 for a second mobile game 908B, and a third mobile SDK 908 (e.g., Unity) for a third mobile game 908C. The bid may be sent to one or more existing mobile SDKs, such as Google Ads.

[0093] The MRAID parameters are: Autoplay (Boolean): Whether the creative will play automatically close_button(Boolean): Whether the close button is displayed audio_icon(Boolean): Whether the mute button is displayed audio(String): URL to the creative audio file banner (String): URL to a companion banner file click(String): URL to the creative destination page aid(String): The auction ID for the particular impression. It may include any one or more of the following:

[0094] 9A shows a state diagram of functions used to manage and monitor the playback of audio data on a device during fragmentation of a digital work. In this alternative exemplary implementation, computer-readable instructions (e.g., in MRAID format) accompany the received audio data as they are transmitted with responses to requests for audio data. These received computer-implemented instructions perform some or all of the functions described with reference to the aforementioned components, plug-ins, or Unity plug-ins.

[0095] Different MRAID versions have different capabilities. The MRAID version is detected during this process. For MRAID 3 and above, volume detection similar to that described above with respect to the exemplary implementation of the Unity plug-in may be performed, where appropriate, and the same threshold comparison may be made against the current device volume level, and an unmute prompt may be displayed.

[0096] Previous MRAID versions can be used to implement computer-readable instructions for monitoring how much of the audio data is played before a skip or stop command is issued (or whether the audio data is played at all). This is also performed in a manner similar to that described with reference to the exemplary implementation of the component or Unity plug-in. When an interactive visual element or banner is transmitted along with the audio data (and MRAID data), any user interaction (e.g., clicks) is monitored, recorded, and transmitted back to the server for analysis. The user may also receive a survey request, which can ask the user to rate the received audio data (e.g., advertisement). For example, the user can rate the audio data (e.g., advertisement) and answer questions defined by the audio content provider (e.g., advertiser). This information can be returned to the DSP and used in future selection of audio data to be transmitted to the user or group of users.

[0097] Figure 9B shows a schematic diagram of the systems and functions used to implement an exemplary implementation of the SDK, DSP, and MRAID. The DSP user interface (UI) is shown interacting with bidding functionality and functionality for adding audio data (which is ultimately sent to the device). The DSP UI (e.g., AudioMob DSP UI) allows computer-readable instructions to be defined within the MRAID script and stored with the audio data (preferably in compressed form). These data may be stored on a cloud server or elsewhere.

[0098] In a manner similar to that described with reference to the Unity plug-in example, the SDK definition allows a digital work (e.g., an application or game) to formulate a request for audio data (e.g., an advertisement request). Additionally, the request may include additional parameters that may or may not require user permission. If permission is granted, the parameters are sent with the request.

[0099] The computer-readable instructions (MRAID) sent with the audio data (e.g., advertisements or other audio) and causing the current audio playback to be suspended also monitor the amount of playback (e.g., a percentage threshold reached) and any interactions with the visual data (such as clicks on a banner) and report them back to the receiving entity for logging. This generates reports that are sent to the DSP UI. These logs may also be used for billing purposes if the audio data is an advertisement. The computer-readable instructions (MRAID) may also implement any interactions (e.g., rewards) with the digital work (e.g., an application or game). The computer-readable instructions (MRAID) control of the current audio playback on the device may depend on the SDK used to provide the received audio data.

[0100] Computing Systems 10, there is shown a block diagram depicting an exemplary machine including a computer system 700 (e.g., a processing or computing system) within which a set of instructions may be executed to cause a device to perform or implement any one or more of the aspects and / or methodologies for static code scheduling of the present disclosure. The components of FIG. 10 are merely examples and do not limit the scope of use or functionality of any hardware, software, embedded logic components, or combinations of two or more such components, implementing a particular embodiment.

[0101] Computer system 700 may include one or more processors 701, memory 703, and storage 708, which communicate with each other and with other components via a bus 740. The bus 740 may also link a display 732, one or more input devices 733 (which may include, for example, a keypad, keyboard, mouse, stylus, etc.), one or more output devices 734, one or more storage devices 735, and various tangible storage media 736. All of these elements may interface to the bus 740 directly or through one or more interfaces or adapters. For example, the various tangible storage media 736 may interface with the bus 740 through a storage media interface 726. Computer system 700 may have any suitable physical form, including, but not limited to, one or more integrated circuits (ICs), a printed circuit board (PCB), a mobile handheld device (such as a cell phone or PDA), a laptop or notebook computer, a distributed computer system, a computing grid, or a server.

[0102] Computer system 700 includes one or more processors 701 (e.g., a central processing unit (CPU) or a general purpose graphics processing unit (GPGPU)) that perform functions. Processor 701 optionally includes a cache memory unit 702 for temporary local storage of instructions, data, or computer addresses. Processor 701 is configured to support the execution of computer-readable instructions. Computer system 700 also includes non-transitory processors embodied in one or more tangible computer-readable storage media, such as memory 703, storage 708, storage device 735, and / or storage medium 736. 7 may provide functionality for the components depicted in FIG. 7 as a result of processor-executable instructions being executed by processor 701. A computer-readable medium may store software implementing particular embodiments, and processor 701 may execute the software. Memory 703 may read software from one or more other computer-readable media (such as mass storage devices 735, 736) or from one or more other sources through an appropriate interface, such as network interface 720. The software may cause processor 701 to perform one or more processes, or one or more steps of one or more processes, described or illustrated herein. Performing such processes or steps may include defining data structures stored in memory 703 and modifying the data structures as directed by the software.

[0103] The memory 703 may include various components (e.g., machine-readable media), including, but not limited to, random access memory components (e.g., RAM 704) (e.g., static RAM (SRAM), dynamic RAM (DRAM), ferroelectric random access memory (FRAM), phase-change random access memory (PRAM), etc.), read-only memory components (e.g., ROM 705), and any combination thereof. The ROM 705 may act to communicate data and instructions unidirectionally to the processor 701, while the RAM 704 may act to communicate data and instructions bidirectionally with the processor 701. The ROM 705 and RAM 704 may include any suitable tangible computer-readable media, as described below. In one example, a basic input / output system 706 (BIOS), containing the basic routines that help to transfer information between elements within the computer system 700, such as during start-up, may be stored in the memory 703.

[0104] Persistent storage 708 is bidirectionally connected to processor 701, optionally through storage control unit 707. Persistent storage 708 provides additional data storage capacity and may also include any suitable tangible computer-readable media described herein. Storage 708 may be used to store an operating system 709, executable files 710, data 711, applications 712 (application programs), etc. Storage 708 may also include an optical disk drive, a solid-state memory device (e.g., a flash-based system), or any combination of the above. Information in storage 708 may, in appropriate cases, be incorporated into memory 703 as virtual memory.

[0105] In one example, storage device 735 may be removably interfaced with computer system 700 via storage device interface 725 (e.g., via an external port connector (not shown)). In particular, storage device 735 and associated machine-readable media may provide non-volatile and / or volatile storage of machine-readable instructions, data structures, program modules, and / or other data for computer system 700. In one example, software may reside, completely or partially, in the machine-readable media on storage device 735. In another example, software may reside, completely or partially, within processor 701.

[0106] Bus 740 connects a wide variety of subsystems. As used herein, references to a bus may, where appropriate, include one or more digital signal lines providing a common function. Bus 740 includes, but is not limited to, a memory bus, a memory controller, a peripheral bus, a local bus, and any combination thereof using any of a variety of bus architectures. The bus may be any of several types of bus structures, including, but not limited to, an Industry Standard Architecture (ISA) bus, an Enhanced ISA (EISA) bus, a Micro Channel Architecture (MCA) bus, a Video Electronics Standards Association local bus (VLB), a Peripheral Component Interconnect (PCI) bus, a PCI-Express (PCI-X) bus, an Accelerated Graphics Port (AGP) bus, a HyperTransport (HTX) bus, a Serial Advanced Technology Attachment (SATA) bus, and any combination thereof.

[0107] Computer system 700 may also include input devices 733. In one example, a user of computer system 700 may input commands and / or other information into computer system 700 via input devices 733. Examples of input devices 733 include, but are not limited to, an alphanumeric input device (e.g., a keyboard), a pointing device (e.g., a mouse or touchpad), a touchpad, a touchscreen, a multi-touch screen, a joystick, a stylus, a gamepad, an audio input device (e.g., a microphone, a voice response system, etc.), an optical scanner, a video or still image capture device (e.g., a camera), and any combination thereof. In some embodiments, input devices are Kinect, Leap Motion, etc. Input devices 733 may be interfaced to bus 740 via any of a variety of input interfaces 723 (e.g., input interface 723), including, but not limited to, serial, parallel, gameport, USB, FIREWIRE®, THUNDERBOLT®, or any combination of the above.

[0108] In particular embodiments, when computer system 700 is connected to network 730, computer system 700 may communicate with other devices connected to network 730, specifically mobile devices and enterprise systems, distributed computing systems, cloud storage systems, cloud computing systems, etc. Communications to and from computer system 700 may be transmitted through network interface 720. For example, network interface 720 may receive incoming communications (such as requests or responses from other devices) in the form of one or more packets (such as Internet Protocol (IP) packets) from network 730, and computer system 700 may store the incoming communications in memory 703 for processing. Computer system 700 may similarly store outgoing communications (such as requests or responses to other devices) in the form of one or more packets in memory 703 and communicated from network interface 720 to network 730. Processor 701 may access these communication packets stored in memory 703 for processing.

[0109] Examples of network interface 720 include, but are not limited to, a network interface card, a modem, and any combination thereof. Examples of network 730 or network segment 730 include a distributed computing system, a cloud computing system, a wide area network (WLAN), Networks such as network 730 may employ wired and / or wireless modes of communication. In general, any network topology may be used.

[0110] Information and data can be displayed through a display 732. Examples of the display 732 include, but are not limited to, a cathode ray tube (CRT), a liquid crystal display (LCD), a thin film transistor liquid crystal display (TFT-LCD), an organic liquid crystal display (OLED), such as a passive-matrix OLED (PMOLED) or active-matrix OLED (AMOLED) display, a plasma display, and any combination thereof. The display 732 can be interfaced to the processor 701, memory 703, and fixed storage 708, as well as other devices such as input device(s) 733, via a bus 740. The display 732 is linked to the bus 740 via a video interface 722, and the transmission of data between the display 732 and the bus 740 can be controlled via a graphics control 721. In some embodiments, the display is a video projector. In some embodiments, the display is a head-mounted display (HMD), such as a VR headset. In further embodiments, suitable VR headsets include, by way of non-limiting example, HTC Vive, Oculus Rift, Samsung Gear VR, Microsoft HoloLens, Razer OSVR, FOVE VR, Zeiss VR One, Avegant Glyph, Freefly VR headset, etc. In still further embodiments, the display is a combination of devices, such as those disclosed herein.

[0111] In addition to the display 732, the computer system 700 may include one or more other peripheral output devices 734, including, but not limited to, audio speakers, printers, storage devices, and any combination thereof. Such peripheral output devices may be connected to the bus 740 via an output interface 724. Examples of the output interface 724 include, but are not limited to, a serial port, a parallel connection, a USB port, a FIREWIRE port, a THUNDERBOLT port, and any combination thereof.

[0112] Additionally or alternatively, computer system 700 may provide functionality as a result of hardwired, or otherwise embodied logic in circuitry, which may operate in place of or together with software to perform one or more processes, or one or more steps of one or more processes, described or illustrated herein. References to software in this disclosure may encompass logic, and references to logic may encompass software. Furthermore, references to computer-readable media may encompass, where appropriate, circuitry (e.g., ICs) that store software for execution, circuitry that embodies logic for execution, or both. The present disclosure encompasses any suitable combination of hardware, software, or both.

[0113] Those skilled in the art will appreciate that the various illustrative logical blocks, modules, circuits, and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware, computer software, or a combination of both. To clearly illustrate this interchangeability between hardware and software, the various illustrative components, blocks, modules, circuits, and steps have been described above generally in terms of their functionality.

[0114] The various illustrative logic blocks, modules, and circuits described in connection with the embodiments disclosed herein may be implemented or performed with a general-purpose processor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components, or any combination thereof designed to perform the functions described herein. A general-purpose processor may be a microprocessor, but in the alternative, the processor may be any conventional processor, controller, microcontroller, or state machine. A processor may also be implemented as a combination of computing devices, such as a combination of a DSP and a microprocessor, multiple microprocessors, one or more microprocessors in conjunction with a DSP core, or any other such configuration.

[0115] The steps of a method or algorithm described in connection with the embodiments disclosed herein may be embodied directly in hardware, in a software module executed by one or more processors, or in a combination of the two. A software module may reside in RAM memory, flash memory, ROM memory, EPROM memory, EEPROM memory, registers, a hard disk, a removable disk, or any other form of storage medium known in the art. An exemplary storage medium is coupled to the processor such that the processor can read information from, and write information to, the storage medium. In the alternative, the storage medium may be integral to the processor. The processor and the storage medium may reside in an ASIC. The ASIC may reside in a user terminal. In the alternative, the processor and the storage medium may reside as discrete components in a user terminal.

[0116] In accordance with the description herein, suitable computing devices include, by way of non-limiting example, server computers, desktop computers, laptop computers, notebook computers, subnotebook computers, netbook computers, netpad computers, set-top computers, media streaming devices, handheld computers, Internet appliances, mobile smartphones, tablet computers, personal digital assistants, video game consoles, and vehicles. Those skilled in the art will also recognize that high-end televisions, video players, and digital music players, optionally with computer network connectivity, are suitable for use in the systems described herein. In various embodiments, suitable tablet computers include those having booklet, slate, and convertible configurations, as known to those skilled in the art.

[0117] In some embodiments, a computing device includes an operating system configured to execute executable instructions. An operating system is software, including, for example, programs and data, that manages the device's hardware and provides services for the execution of applications. Operating systems include, but are not limited to, FreeBSD, OpenBSD, NetBSD®, Linux®, and Apple® Mac OS Those skilled in the art will recognize that suitable personal computer operating systems include, by way of non-limiting example, Microsoft® Windows®, Apple® Mac OS X Server®, Oracle® Solaris®, Windows Server®, and Novell® Netware®. Those skilled in the art will recognize that suitable operating systems include UNIX-like operating systems such as X, UNIX, and GNU / Linux. In some embodiments, the operating system is provided via cloud computing. Those skilled in the art will also recognize that suitable mobile smartphone operating systems include, by way of non-limiting example, Nokia® Symbian® OS, Apple® iOS®, Research In Motion® Blackberry OS®, Google® Android®, Microsoft® Windows Phone® OS, Microsoft® Windows Mobile® OS, Linux®, and Palm® WebOS®. Those skilled in the art will also recognize that suitable media streaming device operating systems include, by way of non-limiting example, Apple TV®, Roku®, Boxee®, Google TV®, Google Chromecast®, Amazon Fire®, and Samsung® HomeSync®. Those skilled in the art will also recognize that suitable video game console operating systems include, by way of non-limiting example, Sony® PS3®, Sony® PS4®, Microsoft® Xbox 360®, Microsoft Xbox One, Nintendo® Wii®, Nintendo® Wii U®, and Ouya®.

[0118] Non-transitory computer-readable storage medium In some embodiments, the platforms, systems, media, and methods disclosed herein include one or more non-transitory computer-readable storage media encoded with a program including instructions executable by an operating system of a networked computing device. In further embodiments, the computer-readable storage medium is a tangible component of the computing device. In still further embodiments, the computer-readable storage medium is optionally removable from the computing device. In some embodiments, computer-readable storage media include, by way of non-limiting example, CD-ROMs, DVDs, flash memory devices, solid-state memory, magnetic disk drives, magnetic tape drives, optical disk drives, distributed computing systems including cloud computing systems and services, and the like. In some cases, the programs and instructions are encoded on the medium permanently, substantially permanently, semi-permanently, or non-transitoryly.

[0119] computer program In some embodiments, the platforms, systems, media, and methods disclosed herein include at least one computer program, or use thereof. A computer program includes a sequence of instructions written to perform specified tasks and executable by one or more processors of a computing device's CPU. Computer-readable instructions may be instructions that perform particular tasks or implement particular abstract data types, such as functions, objects, application programming interfaces, or the like. The computer programs may be implemented as program modules, such as interfaces (APIs), computing data structures, etc. In light of the disclosure provided herein, those skilled in the art will recognize that computer programs can be written in a variety of languages ​​and in different versions.

[0120] The functionality of the computer-readable instructions may be combined or distributed as desired in various environments. In some embodiments, a computer program includes one sequence of instructions. In some embodiments, a computer program includes multiple sequences of instructions. In some embodiments, a computer program is provided from one location. In other embodiments, a computer program is provided from multiple locations. In various embodiments, a computer program includes one or more software modules. In various embodiments, a computer program includes, in part or in whole, one or more web applications, one or more mobile applications, one or more standalone applications, one or more web browser plug-ins, extensions, add-ins, or add-ons, or combinations thereof.

[0121] Web Applications In some embodiments, the computer program comprises a web application. In light of the disclosure provided herein, those skilled in the art will recognize that web applications, in various embodiments, utilize one or more software frameworks and one or more database systems. In some embodiments, the web application is created on a software framework such as Microsoft® .NET or Ruby on Rails (RoR). In some embodiments, the web application utilizes one or more database systems, including, by way of non-limiting example, relational, non-relational, object-oriented, associative, and XML database systems. In further embodiments, suitable relational database systems include, by way of non-limiting example, Microsoft® SQL Server, mySQL™, and Oracle®. Those skilled in the art will also recognize that web applications, in various embodiments, are written in one or more versions of one or more languages. Web applications may be written in one or more markup languages, presentation definition languages, client-side scripting languages, server-side coding languages, database query languages, or combinations thereof. In some embodiments, a web application is written, in part, in a markup language, such as Hypertext Markup Language (HTML), Extensible Hypertext Markup Language (XHTML), or Extensible Markup Language (XML). In some embodiments, a web application is written, in part, in Cascading Style Sheets (CSS). In some embodiments, the web application is written to some extent in a presentation definition language such as a Style Sheet (CSS). In some embodiments, the web application is written to some extent in a client-side scripting language such as Asynchronous Javascript and XML (AJAX), Flash® Actionscript, Javascript, or Silverlight®. In some embodiments, the web application is written to some extent in a server-side coding language such as Active Server Pages (ASP), ColdFusion®, Perl, Java™, JavaServer Pages (JSP), Hypertext Preprocessor (PHP), Python™, Ruby, Tcl, Smalltalk, WebDNA®, or Groovy. In some embodiments, the web application is written to some extent in a server-side coding language such as Active Server Pages (ASP), ColdFusion®, Perl, Java™, JavaServer Pages (JSP), Hypertext Preprocessor (PHP), Python™, Ruby, Tcl, Smalltalk, WebDNA®, or Groovy. To some extent, the web application is written in a database query language such as Structured Query Language (SQL). In some embodiments, the web application integrates with enterprise server products such as IBM® Lotus Domino®. In some embodiments, the web application includes a media player element. In various further embodiments, the media player element utilizes one or more of many suitable multimedia technologies, including, by way of non-limiting examples, Adobe® Flash®, HTML5, Apple® QuickTime®, Microsoft® Silverlight®, Java™, and Unity®.

[0122] 11, in particular embodiments, the application delivery system comprises one or more databases 800 accessed by a relational database management system (RDBMS) 810. Suitable RDBMSs include Firebird, MySQL, PostgreSQL, SQLite, Oracle Database, Microsoft SQL Server, IBM DB2, IBM Informix, SAP Examples of suitable applications include Sybase, SAP Sybase, Teradata, etc. In this embodiment, the application delivery system further includes one or more application servers 820 (e.g., Java servers, .NET servers, PHP servers, etc.) and one or more web servers 830 (e.g., Apache, IIS, GWS, etc.). The web servers optionally expose one or more web services via app application programming interfaces (APIs) 840. Over a network such as the Internet, the system provides browser-based and / or mobile-native user interfaces.

[0123] Referring to FIG. 12, in certain embodiments, the application delivery system alternatively has a distributed cloud-based architecture 900, with elastically load-balanced, auto-scaling web server resources 910 and application server resources 920 as well as synchronously replicated databases. 3 It has 30.

[0124] In some embodiments, one or more systems or components of the present disclosure are implemented as a containerized application (e.g., an application container or a service container). An application container provides tools for application and batch processing, such as a web server with Python or Ruby, a JVM, or even Hadoop or HPC tools. The application container is what developers attempt to move into production or a cluster to meet business needs. The methods and systems of the present invention are described with reference to embodiments in which container-based virtualization (containers) is used. The methods and systems can be implemented with applications provided by any type of system (e.g., containerized applications, unikernel-adapted applications, operating system-level virtualization, or machine-level virtualization).

[0125] FIG. 13 shows a flowchart of high-level steps for a method 1000 for providing additional audio data for playback on a device. In step 1010, a request for audio data is issued. This request may originate from a component within the digital work (e.g., a Unity plug-in), or in other exemplary implementations, the request may be defined elsewhere. For example, this may be a request for content (e.g., an advertisement request) from a digital work (e.g., a game) generated by an SDK implementation of the digital work. In either case, the request and response may be transmitted, for example, over the Internet or other network. In step 1020, the device issues a request for audio data. The device receives the audio data as described above.

[0126] In step 1030, any audio currently playing on the device (e.g., game sounds or music tracks) is suspended. This may be managed and initiated from a component or from computer-readable instructions received along with the audio data (e.g., in MRAID format). The reduction (or termination) of system sound volume, e.g., music, game, or other audio initially playing on the device, may be manually programmed by the developer of the digital content (e.g., game) or accomplished automatically by the system. The received audio data is played on the device while the digital work (e.g., game) continues in step 1040.

[0127] When the audio track stops (eg, is stopped by the user or reaches its end), any audio that was previously playing on the device resumes playing (step 1050).

[0128] Mobile Applications In some embodiments, the computer program comprises a mobile application that is provided to the mobile computing device. In some embodiments, the mobile application is provided to the mobile computing device when it is manufactured. In other embodiments, the mobile application is provided to the mobile computing device via a computer network described herein.

[0129] Given the disclosure provided herein, mobile applications are created using hardware, languages, and development environments known in the art and techniques known to those skilled in the art. Those skilled in the art will recognize that mobile applications can be written in a number of languages. Suitable programming languages ​​include, by way of non-limiting example, C, C++, C#, Objective-C, Java™, Javascript, Pascal, Object Pascal, Python™, Ruby, VB.NET, WML, and XHTML / HTML with or without CSS, or combinations thereof.

[0130] Suitable mobile application development environments are available from several sources. Commercially available development environments include, by way of non-limiting example, Airplay SDK, alcheMo, Appcelerator®, Celsius, Bedrock, Flash Lite, .NET Compact Framework, Rhomobile, and WorkLight Mobile Platform. Other development environments are available at no cost, by way of non-limiting example, Lazarus, MobiFlex, MoSync, and Phonegap. Additionally, mobile device manufacturers distribute software developer kits, by way of non-limiting example, iPhone® and iPad® (iOS) SDK, Android™ SDK, BlackBerry® SDK, BREW SDK, Palm® OS SDK, Symbian SDK, webOS SDK, and Windows® Mobile SDK.

[0131] Those skilled in the art will recognize that various applications are available through the Apple® App Store, Google® Play, Chrome WebStore, BlackBerry® App World, AppStore for Palm devices, App Catalog for webOS, Windows® Marketplace for Mob You will recognize that several commercial forums are available for the distribution of mobile applications, including, but not limited to, iTunes, the Ovi Store for Nokia® devices, Samsung® Apps, and the Nintendo® DSi Shop.

[0132] Standalone Applications In some embodiments, a computer program includes a standalone application, which is a program that runs as an independent computer process and is not an add-on to an existing process, e.g., a plug-in. Those skilled in the art will recognize that standalone applications are often compiled. A compiler is a computer program that converts source code written in a programming language into binary object code, such as assembly language or machine code. Suitable compiled programming languages ​​include, by way of non-limiting example, C, C++, Objective-C, COBOL, Delphi, Eiffel, Java™, Lisp, Python™, Visual Basic, and VB.NET, or combinations thereof. Compilation is often performed, at least in part, to create an executable program. In some embodiments, a computer program includes one or more executable compliant applications.

[0133] Web Browser Plug-ins In some embodiments, the computer program includes a web browser plug-in (e.g., an extension). In computing, a plug-in is one or more software components that add specific functionality to a larger software application. Software application manufacturers support plug-ins to allow third-party developers to create the ability to extend the application, support easy addition of new features, and reduce the application's size. When supported, plug-ins allow customization of the software application's functionality. For example, plug-ins are commonly used in web browsers to play video, create interactivity, scan for viruses, and display specific file types. Those skilled in the art will be familiar with several web browser plug-ins, including Adobe® Flash® Player, Microsoft® Silverlight®, and Apple® QuickTime®. In some embodiments, the toolbar includes one or more web browser extensions, add-ins, or add-ons. In some embodiments, the toolbar includes one or more explorer bars, tool bands, or desk bands.

[0134] Given the disclosure provided herein, one of ordinary skill in the art will recognize that several plug-in frameworks are available that allow for the development of plug-ins in a variety of programming languages, including, by way of non-limiting example, C++, Delphi, Java™, PHP, Python™, and VB.NET, or combinations thereof.

[0135] A web browser (also called an Internet browser) is a software application designed for use with a networked computing device to search, present, and traverse information resources on the World Wide Web. Suitable web browsers include, by non-limiting example, Microsoft® Internet Explorer®, Mozilla® Firefox®, Google® Chrome, Apple® Safari®, Opera Software®, and others. pera®, and KDE Konqueror. In some embodiments, the web browser is a mobile web browser. Mobile web browsers (also called microbrowsers, minibrowsers, and wireless browsers) are designed for use on mobile computing devices, including, by way of non-limiting examples, handheld computers, tablet computers, netbook computers, subnotebook computers, smartphones, music players, personal digital assistants (PDAs), and handheld video game systems. Suitable mobile web browsers include, by way of non-limiting example, Google® Android® Browser, Google® Chrome®, RIM BlackBerry® Browser, Apple® Safari®, Palm® Blazer, Palm® WebOS® Browser, Mozilla® Firefox® for mobile, Microsoft® Internet Explorer® Mobile, Amazon® Kindle® Basic Web, Nokia® Browser, Opera Software® Opera® Mobile, and Sony® PSP™ Browser.

[0136] Software Module In some embodiments, the platforms, systems, media, and methods disclosed herein include software, server, and / or database modules, or the use thereof. In light of the disclosure provided herein, software modules are created by techniques known to those skilled in the art using machines, software, and languages ​​known in the art. The software modules disclosed herein are implemented in numerous ways. In various embodiments, a software module comprises a file, a section of code, a programming object, a programming structure, or a combination thereof. In further various embodiments, a software module comprises multiple files, multiple sections of code, multiple programming objects, multiple programming structures, or a combination thereof. In various embodiments, one or more software modules include, by way of non-limiting examples, a web application, a mobile application, and a standalone application. In some embodiments, a software module is within one computer program or application. In other embodiments, a software module is within two or more computer programs or applications. In some embodiments, a software module is hosted on one machine. In other embodiments, a software module is hosted on two or more machines. In further embodiments, a software module is hosted on a distributed computing platform, such as a cloud computing platform. In some embodiments, the software modules are hosted on one or more machines in one location, while in other embodiments, the software modules are hosted on one or more machines in two or more locations.

[0137] Database In some embodiments, the platforms, systems, media, and methods disclosed herein include one or more databases, or the use thereof. Given the disclosure provided herein, one of ordinary skill in the art will recognize that many databases are suitable for the storage and retrieval of digital media, advertising, and gaming information. In various embodiments, suitable databases include, by way of non-limiting example, relational databases, non-relational databases, object-oriented databases, object databases, entity-relationship model databases, associative databases, and XML databases. Databases include: SQL, PostgreSQL, MySQL, Oracle, DB2, and Sybase. In some embodiments, the database is internet-based. In further embodiments, the database is web-based. In still further embodiments, the database is cloud computing-based. In certain embodiments, the database is a distributed database. In other embodiments, the database is based on one or more local computer storage devices.

[0138] The described systems and methods enable developers of mobile applications and games to more easily incorporate third-party audio without disrupting user interaction with those applications and games, which in some implementations allows games, in particular, to receive audio advertisements and other content more seamlessly.

[0139] In certain implementations, rewarded advertisements can also be provided without interrupting gameplay or user interaction with the mobile application, but the system and method also allows audio to be created even after the mobile application and game have been deployed and still be included and played on the installed application on the device. The system also allows interaction with this additional material to occur even after the mobile application and game have been installed.

[0140] The following numbered items provide further illustrative examples. 1. A system for providing non-intrusive advertising within video content, comprising: a memory for storing a set of instructions; one or more processors providing a graphical user interface (GUI) for editing one or more parameters of an audio advertisement and inserting the audio advertisement into the video content; Detecting an audio level of a user device upon receiving a triggering event while the user is interacting with the video content using the user device; one or more processors configured to execute the set of instructions to: generate a rewarded audio advertisement in response to the detected audio level; wherein the rewarded audio advertisement is played to the user without interrupting the user's interaction with the video content.

[0141] 2. The system of item 1, wherein a notification is generated indicating that a rewarded audio advertisement is available when the audio level falls to zero or below a predetermined threshold.

[0142] As will be appreciated by those skilled in the art, the details of the above embodiments may be varied without departing from the scope of the invention as defined by the appended claims.

[0143] For example, if the audio data is not advertising audio data, then neither an auction nor bidding functionality is necessarily required. Nevertheless, a component, plug-in, or Unity plug-in may still be used to request the audio data, and may optionally adjust and report (i.e., according to the steps described above) any monitoring data it collects. Furthermore, exemplary implementations of DSP or MRAID may also be used with audio data that is not necessarily advertising audio data, and may not require an auction. Neither bidding nor bidding functionality may be required. The computer-implemented instructions accompanying the received audio data may include different scripting languages ​​(e.g., JavaScript). JavaScript may also implement, for example, tracking events.

[0144] Many combinations, modifications, or variations on the features of the above-described embodiments will be readily apparent to those skilled in the art and are intended to form part of the present invention. Any of the features described with particular reference to one embodiment or example may be used in any other embodiment by making appropriate modifications.

Claims

1. 1. A method for playing audio on a device, the method comprising: a component of a digital work initiating a request for audio data from a server external to the device during a rendering of the digital work, the digital work including video data; In response to the request, the component of the digital work receives the audio data from the server as an audio file; the component of the digital work suspending playback of first audio data currently being played on the device or reducing the volume of the first audio data and playing the received audio data on the device while continuing the presentation of the digital work on the device with the video data of the digital work unaffected; when the received audio data stops being played, continuing the presentation of the digital work on the device and resuming playback of the first audio data previously played on the device or increasing the volume of the first audio data previously played on the device; If the volume of the device is above a predetermined non-zero threshold, starting to monitor how much of the audio data has been played; reporting the monitored playback volume in terms of time, percentage, and / or quartile milestones reached using an event tracker within the audio file containing the audio data; wherein said component performs said steps of monitoring and reporting.

2. The method of claim 1 , wherein the digital work is a first application and the first audio data is audio data generated by a second application.

3. 3. The method of claim 1, further comprising: if a detected device volume output level is lower than a predetermined threshold, preventing playback of the received audio data until the detected device volume output level is detected to be equal to or greater than the predetermined threshold.

4. The method of any of claims 1 to 3, further comprising using the reported playback volume to select audio for transmission from a server to the device.

5. The method of any one of claims 1 to 4, wherein the digital work is an interactive digital work.

6. The method of claim 5 , wherein the interactive digital work is a game, a mobile application, or a web page.

7. 7. The method of claim 5 or claim 6, further comprising the step of modifying one or more parameters within the interactive digital work following playback of the received audio data.

8. The method of claim 7 , wherein the one or more parameters vary a user's interaction with the interactive digital work.

9. The method of any preceding claim, wherein the component of the digital work that initiates the request is a software plug-in.

10. detecting a current device volume output level; performing one or more actions if the detected device volume output level is below a predetermined threshold; The method of any one of claims 1 to 9, further comprising:

11. The method of claim 10 , wherein the one or more actions include issuing a user prompt to increase the device volume output level.

12. The method of claim 10 or claim 11, wherein the one or more actions include increasing the device volume output level to a predetermined threshold.

13. receiving a user command to stop playing the received user data; in response, resuming playback of the audio data of the digital work in place of the received audio data; The method of any one of claims 1 to 12, further comprising:

14. the server receiving the request for audio data; the server preparing a further request based on the request parameters; the server issuing the further request and receiving the audio data in response; the server transmitting the audio data to a mobile device; The method of any one of claims 1 to 13, further comprising:

15. receiving visual data along with the audio data by the device; displaying the visual data together with the video data of the digital work on a display of the device; The method of any one of claims 1 to 14, further comprising:

16. The method of claim 15 , wherein the visual data includes user interactivity.

17. The method of claim 16 , further comprising the step of transmitting a report of user interaction with the user interactivity of the visual data.

18. One or more non-transitory computer-readable media having computer-executable instructions stored thereon that, when executed, cause a computing system to: initiating, by a component of a digital work, a request for audio data from a server external to the device during a representation of said digital work, said digital work including video data; receiving, in response to the request, by the component of the digital work, the audio data from the server as an audio file; suspending playback of first audio data currently being played on the device by the component of the digital work, or reducing the volume of the first audio data, and playing the received audio data on the device, while continuing the presentation of the digital work on the device with the video data of the digital work unaffected; when the received audio data stops being played, continuing the presentation of the digital work on the device and resuming playback of the first audio data previously played on the device or increasing the volume of the first audio data previously played on the device; If the volume of the device is above a predetermined non-zero threshold, starting to monitor how much of the audio data has been played; and reporting the monitored playback volume in terms of time, percentage, and / or quartile milestones reached using an event tracker in the audio file containing the audio data, wherein the component performs the monitoring and reporting steps.

19. 1. A system comprising a mobile device, The mobile device The display and a processor; and a memory storing executable instructions that, when executed by the processor, cause the mobile device to: presenting a digital work on said device; initiating, by a component of the digital work, a request for audio data from a server external to the device, the digital work including video data; receiving, in response to the request, by the component of the digital work from the server, the audio data as an audio file; the component of the digital work suspending playback of first audio data currently being played on the device or reducing the volume of the first audio data and playing the received audio data on the device while continuing the presentation of the digital work on the device with the video data of the digital work unaffected; when the received audio data stops being played, continuing the presentation of the digital work on the device and resuming playback of the first audio data previously played on the device or increasing the volume of the first audio data previously played on the device; If the volume of the device is above a predetermined non-zero threshold, starting to monitor how much of the audio data has been played; and reporting the monitored playback volume in terms of time, percentage, and / or quartile milestones reached using an event tracker in the audio file containing the audio data, wherein the component performs the monitoring and reporting steps.

20. The server further comprises: receiving said request for audio data; receiving a report of the monitored regeneration amount; 20. The system of claim 19, configured to use the reported playback volume to select audio to send to the device.

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