Method for training animals by means of set for emitting acoustic signals and set for implementing this method
The method employs a dual-frequency speaker system and feedback mechanisms to train animals by accurately replicating their auditory experiences, addressing age-specific needs and reducing stress through gradual sound exposure.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- MYFELO SP ZOO
- Filing Date
- 2025-12-19
- Publication Date
- 2026-07-02
AI Technical Summary
Existing methods for training dogs and horses fail to accurately replicate the wide range of frequencies they hear, including ultrasounds, leading to stress and anxiety due to unfamiliar sounds, and do not account for age-specific differences in their brain development and socialization needs.
A method using a set with speakers capable of playing both human-audible and ultrasonic frequencies, combined with an electronic device for selecting and sequencing sounds, gradually increasing volume levels, and incorporating feedback mechanisms to adapt training pace based on animal reactions.
Effectively trains animals to be desensitized to stressful sounds by accurately replicating real-world auditory experiences, adapting to their age-specific needs, and minimizing stress through gradual exposure and feedback-based adjustments.
Smart Images

Figure PL2025050103_02072026_PF_FP_ABST
Abstract
Description
[0001] Method for training animals
[0002] by means of set for emitting acoustic signals and set for implementing this method
[0003] The object of the invention is a method for training animals by means of a set for emitting acoustic signals, and a set for implementing this method.
[0004] Animals experience fear of sudden stressful sounds (applicable to both dogs and horses) due to the fact that they have much more sensitive ears than humans. This poses a major problem for their owners or carers.
[0005] From US patent description No. US10178854 Bl there is known a method of sound desensitisation of dogs. The method may be conducted in-person or unattended by a user by means of a smart device using software supported by the smart device. The method comprises the steps of the user selecting a training sound, testing the training sound, setting the duration and frequency of the training sound play cycle, playing the training sound repeatedly during a training session, and ending the training session. Optionally, the method may comprise an additional step of dispensing a treat from a treat dispenser after playing the training sound.
[0006] From US patent description no. US9307745 B2 there is in turn known a counterconditioning device and a method of desensitising an animal to an anxiety inducing sound and minimising the required involvement of a user in such desensitisation. The device and method are used to automatically condition an animal showing anxiety in response to the occurrence of a particular sound, so that the animal learns to expect a treat after the sound occurs.
[0007] From Korean patent application No. KR20220027536 A there is known a smart speaker system for alleviating separation anxiety in companion animals and control methods thereof. The smart speaker system consists of: a main body; an inducement module for enticing a companion animal to the main body by outputting a call sound source of a guardian; a sound sensor disposed on the main body to receive sound information of the animal; a preprocessing module comprising a sound source selector that selects a preferred sound source (calming signal) selected from ultrasonic waves exceeding an audible band, and a sound source storage and generation unit that forms a library storing and loading the preferred sound source; a camera disposed on the main body to capturemotion information of the animal; a monitoring module for determining the separation anxiety state of the animal; a signal processing unit for modulating and flattening the size, tone, and pitch of the preferred sound source, so that the preferred sound source is output in the case of separation anxiety; and an output unit comprising a signal processing unit for modulating and flattening the size, tone, and pitch of the preferred sound source.
[0008] From US application description no. US2013104812 Al there is known a system and method for treating pets, the system comprising: a content provider to provide video and audio content adapted for treating a pet; a video and audio output device for playing the video and audio content; and a feedback interface for providing indications to the content provider about behaviour of the pet, wherein the content provider is to adapt the provided content according to the received indications. The method comprises playing video and audio content by a video and audio output device, the content comprising: an image adapted for treating a pet; and a sound adapted for treating a pet; receiving indications about behaviour of the pet; and adapting the played content according to the received indications.
[0009] Solutions known from prior art are generic solutions for dogs regardless of the dog's age. The brain of a puppy is significantly different from the brain of an adult dog; therefore, methods for teaching dogs of different ages should be different. An additional difference is the need to socialise puppies. At the beginning of a dog's life, it learns very quickly and adapts to different situations. It also gets to know a lot of new sounds, such as, e.g. engine sounds, fireworks, street sounds, ambulances, other dogs barking, or children shouting. A dog's brain changes with age, and socialisation becomes more difficult. Thus, if a dog is not accustomed to different situations early enough, it may bark intensely or demonstrate other stress-related behaviour in the future. On the other hand, a puppy must be vaccinated at the same time (usually 3 series over several weeks + 14-day quarantine). Until the puppy is fully immune, it should not be in contact with the outside environment (especially other animals and their faeces), as there is a high risk of contracting something to which it is not immune. Therefore, a dilemma remains whether the puppy should be let outside to get used to new sounds, or whether it should stay indoors, to be safe and not catch any illnesses.
[0010] Adult dogs experience fear of unexpected loud sounds. Even those dogs that have been properly socialised in the past tend to have stressful reactions when exposed to acompletely new environment (e.g. when moving from the countryside to the city, when the family has a baby, or when hearing New Year's Eve fireworks). These reactions can include running away, excessive barking, or even urinating and biting.
[0011] Solutions known from prior art for dogs and horses involve playing sounds from social media (e.g. YouTube) or other sources via regular audio speakers. The challenge is that both dogs and horses have much more sensitive ears than humans. The range of frequencies they hear is much wider. Humans can only hear sounds up to 20 kHz, and the hearing of these animals goes way beyond 20 kHz. Both dogs and horses can also hear ultrasounds. The sounds that people hear are recorded using compression methods that eliminate frequencies above 20 kHz, when in fact these sounds have a much wider frequency range. These sounds also include ultrasonic bands. Current methods of desensitisation and socialisation ignore ultrasounds, and focus only on sounds in the range audible to humans. Both dogs and horses are used to these sounds from a speaker, but when they hear a corresponding sound in the real world, it sounds different to them, as it also contains ultrasounds.
[0012] Other solutions use ultrasounds to calm dogs down in stressful situations. There are also known methods for calling dogs by means of ultrasounds.
[0013] The aim of the invention is to develop a method for training dogs that assumes familiarising a dog with sounds that can cause stress, while replicating the sounds heard by the animal in the real world as accurately as possible.
[0014] The essence of the invention is a method for training animals by means of a set for emitting acoustic signals, characterised in that the sounds are played simultaneously from a speaker capable of playing ultrasounds and a speaker capable of playing sounds audible to humans, the sounds played being selected from a library of sounds stored in the memory of an electronic device connected to the speaker capable of playing sounds audible to humans and to the speaker capable of playing ultrasounds.
[0015] Preferably, the sounds stored in the memory of the electronic device are divided into at least two categories.
[0016] Preferably, randomly selected sounds are played for 20 to 60 minutes, once a day, in a series of 2 to 5 stages, one stage involving the sounds being played at a constant volume level within a range of 40-75 dB at a distance of 1 m from the sound source, and the series consisting of the stages proceeding in succession, the volume in the first stage being 40-50dB at a distance of 1 m from the sound source, and in each subsequent stage from the second to the penultimate one being higher than in the previous one, and in the final stage the volume level being randomly selected from a range of 40-75 dB at a distance of 1 m from the sound source, the sounds played in all stages of the series being randomly selected from one category.
[0017] Preferably, each step lasts from one to five days.
[0018] Preferably, after the second stage and before the third stage, the sounds are played for 20 to 60 minutes, once a day, at a volume of 70-75 dB at a distance of 1 m from the sound source, from the same category from which the sounds are played in the second and third stages, for as many days as the duration of the second stage.
[0019] Preferably, after performing a series for one category of sounds, a series is performed for the second category of sounds, then a series is performed for the third category of sounds, and then a series is performed for the fourth category of sounds.
[0020] Preferably, the four series for the four categories of sounds are followed by a first reminder cycle, which involves playing sounds from one category once a week for 20 to 60 minutes, the sounds from the first category being played in the first week, the sounds from the second category being played in the second week, the sounds from the third category being played in the third week, and the sounds from the fourth category being played in the fourth week.
[0021] Preferably, after a period of 2 to 12 months following the performance of the first reminder cycle, a second reminder cycle follows, which involves playing sounds from four categories for 20 to 60 minutes, at various volume levels randomly selected from 40-50 dB at a distance of 1 m from the sound source, 51-69 dB at a distance of 1 m from the sound source, and 70-75 dB at a distance of 1 m from the sound source.
[0022] Preferably, during one of the stages 2 to 5 the playing of the sounds is stopped, followed by the stage that preceded the stage in which the stopping occurred.
[0023] The essence of the invention is also a set for emitting acoustic signals for training animals using the method described above, comprising the speaker capable of playing ultrasounds, the speaker capable of playing sounds audible to humans, and the electronic device capable of executing algorithms connected to each other.
[0024] Preferably, the set comprises a camera.
[0025] Preferably, the set comprises a microphone.Preferably, the electronic device capable of executing algorithms, the speakers, the camera or the microphone are connected to each other in a wired or wireless manner.
[0026] Preferably, the electronic device capable of executing algorithms uses artificial intelligence software.
[0027] The object of the invention is presented in the drawing, in which:
[0028] Fig. 1 presents a block diagram of the set according to the invention.
[0029] Example 1
[0030] The method for training animals according to the invention in the first embodiment is implemented using an electronic device (1), which is a phone with an installed application comprising sound recordings and using two speakers, which are connected to this phone via a Bluetooth connection. One of the speakers (hereinafter referred to as the audio speaker 3) is adapted to playing sounds audible to humans, i.e. up to 20 kHz, and the second speaker (hereinafter referred to as the ultrasonic speaker 2) is adapted to playing sounds that are inaudible to humans but audible to animals, meaning above 20 kHz (e.g. 20-35 kHz). The sounds are stored in a library on the device or in an application, in files with high sampling rates and bit depths, e.g. in the WAV format (PCM) or FLAC, AIFF, DSD, RAW. The audio signal is sent simultaneously to both speakers: audio 3 and ultrasonic 2 , and it is played by them simultaneously. Frequencies up to 20 kHz are played by the audio speaker 3, and frequencies above 20 kHz are played by the ultrasonic speaker 2. This allows for achieving very accurate reproduction of the sounds, as they are heard by the animal. The following can be used in combination: one audio speaker 3 and one ultrasonic speaker 2 , or one audio 3 and several ultrasonic 2. The sound spectra recorded over a wide frequency range show that these sounds often have loud frequencies above 20 kHz, inaudible to humans but audible to animals. In known solutions, which assume the sole use of the audio speaker 3, the sound played as a result sounds different to the animal from its corresponding sound played in a wide range.
[0031] The method for training animals in this embodiment involves displaying daily reminders to the user by the mobile application to have a training session with the animal. The session is started by the application installed on the phone, and it involves playing sounds for 20-60 minutes per day. One stage of the method according to the invention comprises from one to five sessions, during which the sounds are played at the same volume level or— in the case of the last stage in a series— the sounds are played at a volumelevel randomly selected by the application. A series comprises two to five stages of playing the sounds stored in the memory of the electronic device or in the application, assigned to a single category.
[0032] The phone user starts the session at the desired time. Once the session has started, the audio speaker 3 and the ultrasonic speaker 2 automatically play the sound files stored on the device, in random order, for 30 minutes, selected from a single category. Due to the random order in which the sounds are played, the dog does not get used to a specific sequence of sounds. In addition, the background sound for this category is played continuously during the session. The categories to which the sounds stored on the device are assigned include four groups of sounds that puppies are most likely to encounter in the future:
[0033] Category 1: household sounds and children's voices (e.g. blender, induction hob, vacuum cleaner, hair dryer, sound of crushing plastic bottles, crying babies and older children, laughing babies and older children).
[0034] Category 2: weather (e.g. storm, wind, rain, thunder).
[0035] Category 3: street and city (e.g. ambulance, horn, motorbike, rubbish lorry, passing cars, barking dogs, cars in street, etc.).
[0036] Category 4: fireworks (e.g. near, distant, large, small, etc.).
[0037] The maximum sound volume is set at 70dB at a distance of 1 m, so that this brief exposure to sound reflects real-life situations in a realistic way and, on the other hand, does not compromise the animal's welfare. This maximum volume may be changed after the performance of a larger number of tests. In this embodiment, a stage takes one day.
[0038] The method in this embodiment involves: playing category 1 sounds on the first day for 30 minutes, at a volume of 50 dB at a distance of 1 m from the sound source. On the second day, category 1 sounds are played for 30 minutes at a volume of 60 dB at a distance of 1 m from the sound source. On the third day, category 1 sounds are played for 30 minutes at a volume of 50 or 60 or 70 dB at a distance of 1 m from the sound source. On the fourth to sixth day, category 2 sounds are played for 30 minutes a day, at a volume of 50 dB at a distance of 1 m from the sound source on the fourth day, at a volume of 60 dB at a distance of 1 m from the sound source on the fifth day, and at a volume of 50 or 60 or 70 dB at a distance of 1 m from the sound source on the sixth day. On the seventh to ninth day, category 3 sounds are played for 30 minutes a day, at a volume of 50 dB at a distance of 1 mfrom the sound source on the seventh day, at a volume of 60 dB at a distance of 1 m from the sound source on the eighth day, and at a volume of 50 or 60 or 70 dB at a distance of 1 m from the sound source on the ninth day. On the tenth to twelfth day, category 4 sounds are played for 30 minutes a day, at a volume of 50 dB at a distance of 1 m from the sound source on the tenth day, at a volume of 60 dB at a distance of 1 m from the sound source on the eleventh day, and at a volume of 50 or 60 or 70 dB at a distance of 1 m from the sound source on the twelfth day. The training pattern is presented in Table 1A.
[0039] During the session, the user can stop the playing of sounds. The application then displays a question whether the playing has stopped due to the dog's negative reaction to the sounds being played. If the user disagrees, the session ends and can be restarted at any time on the same or next day at the same volume level. On the other hand, if the user confirms it, on the following day the sounds will be played at the volume at which they were played in the stage preceding the stage in which there was a negative reaction to the sounds in that category. If the negative reaction occurred in the first stage of the series, in subsequent sessions of this stage the volume will be 40 dB at a distance of 1 m from the sound source, followed by the next stages. Thus, the length of training is extended each time the user stops a session due to the dog's negative reaction. Table IB presents a training pattern during which on the eighth day there was a negative reaction from the dog to the sounds.
[0040] If the user does not start a session for a full day, after starting a session on the next day, the sounds will be played at the volume level at which they should have been played on the day a training session was skipped, with the following stages occurring on the following days. Therefore, the training is extended by one day.
[0041] If the user does not start training sessions for two consecutive days, the algorithm will move the session one stage backwards, that is, when a group of sounds at a volume of 60 dB at a distance of 1 m from the sound source was to be played, the sounds will be played again at a volume of 50 dB at a distance of 1 m from the sound source, and if the volume was to be randomly selected by the application from 50, 60 and 70 dB at a distance of 1 m from the sound source, the sounds will be played again at a volume of 60 dB at a distance of 1 m from the sound source. If the volume of playing the sounds was to be 50 dB at a distance of 1 m from the sound source, the sounds will be played again at a volume of 50 dB at a distance of 1 m from the sound source. All the stages must be completed in orderto finish the training. The maximum hardware volume is 70 dB at a distance of 1 m from the sound source.
[0042] The completion of all the stages for each of the four categories is followed by a first reminder cycle, during which the sounds are played once a week for 30 minutes at a volume randomly selected from 50, 60 and 70 dB at a distance of 1 m from the sound source for the following four weeks, category 1 sounds being played in the first week, category 2 sounds being played in the second week, category 3 sounds being played in the third week, and category 4 sounds being played in the fourth week. The application reminds the user to start the playing. If the user does not start the playing in the first week, the sounds in that category are played in the following week, thereby postponing all the subsequent sound categories by a week.
[0043] If the user does not start the playing in two consecutive weeks, a reminder cycle is performed from the start in the following four weeks.
[0044] 6 months after the first reminder cycle, a second reminder cycle takes place, during which sounds randomly selected from all four categories are played for 30 minutes, at various volume levels randomly selected from 50, 60 and 70 dB at a distance of 1 m from the sound source.
[0045] The method for training animals in this embodiment is particularly applicable to the training of puppies, and it is a habituation training, aimed at familiarising the puppy with and getting it accustomed to various sounds that can cause stress. Such training is faster for a puppy than for an adult dog.
[0046] Fast track of sound habituation training for puppies (12 days)
[0047] Duration 3 days 3 days 3 days 3 days Sound category Category 1 Category 2 Category 3 Category 4
[0048] Volume level [dB at a distance
[0049] 50 60 Random 50 60 Random 50 60 Random 50 60 Random of 1 m from the sound source]
[0050] Duration of each session 30 min.
[0051] Frequency xl / day
[0052]
[0053] Tab. 1A. Fast track of sound habituation training for puppies — an example of a scenario where the dog passes all the stages without a stress reactionFast track of sound habituation training for puppies (14 days)
[0054] Duration 3 days 3 days 3 + 2 additional days 3 days Sound category Category 1 Category 2 Category 3 Category 4 Volume level [dB at a
[0055] distance of 1 m from the 50 60 Random 50 60 Random 50 60 50 60 Random 50 60 Random sound source]
[0056] Duration of each session 30 min.
[0057] Frequency xl / day
[0058]
[0059] Tab. IB. Fast track of sound habituation training for puppies — an example where the dog had a stress reaction when playing Category 3 sounds at a volume stage of 60 dB at a distance of 1 m from the sound source
[0060] Example 2
[0061] The method for training animals according to the invention in the second embodiment is intended in particular for adult dogs that are slower learners, hence each stage lasts three days, and furthermore, there are three successive volume levels: 50, 65 and 75 dB at a distance of 1 m from the sound source, and a random one from 50, 65 and 75 dB at a distance of 1 m from the sound source. The sounds are stored on the mobile device and divided into the following categories:
[0062] Category 1: household sounds (e.g. blender, induction hob, vacuum cleaner, hair dryer, bottle crushing, cheering)
[0063] Category 2: children and babies (e.g. crying baby and older child, laughing baby and older child, voices of many children in park, voices of many children in street) Category 3: bad weather (e.g. storm, wind, rain, thunder)
[0064] Category 4: street and city (e.g. ambulance, horn, motorbike, rubbish lorry, passing cars, barking dogs, cars in street, etc.)
[0065] Category 5: fireworks (e.g. near, distant, large, small, etc.)
[0066] Category 6: household sounds 2 (e.g. electric kettle, coffee grinder, coffee machine, microwave, knocking on door, adhesive tape, dishwasher)
[0067] Category 7: street and city 2 (e.g. mopeds, diesel engines, scooters, bus hiss, trams) Category 8: air travel (e.g. aircraft taking off and landing, flight information, sound of trolleys, alarm sound during body scanning at checkpoints, etc.)Category 9: train travel (e.g. train starting and braking, train horn, messages on the platform, sound of passing trains)
[0068] Category 10: shooting (e.g. shooting various types of weapons, sounds during a hunt, audio lures, barking of hounds)
[0069] Category 11: birds (sounds of specific bird species)
[0070] Category 12: dogs (sounds of specific dog species of various sizes)
[0071] Category 13: cats (sounds of various cats)
[0072] The user (dog owner) can choose the category of sounds to which they want the dog to get accustomed, because they know what the dog might encounter in the future — e.g. moving from the countryside to the city, the family having a baby, or a fireworks event. The user also has knowledge about the dog's potential problems, e.g. fear of storms.
[0073] The method according to the invention in this embodiment involves playing sounds from one category selected by the user, each time in random order, once a day for 60 minutes, at a volume level of 50 dB for the first three days, then at a volume level of 65 dB at a distance of 1 m from the sound source for the next three days, then at a volume level of 75 dB at a distance of 1 m from the sound source for the next three days, and then at a volume level randomly selected from 50, 65 and 75 dB at a distance of 1 m from the sound source for the next three days. If there is a negative reaction from the dog to the sounds being played, the user can stop the session; subsequent sessions will take place analogically to what is described in the first embodiment. The first reminder cycle lasts four weeks, with sounds from the same category played once each week for 60 minutes at a volume level randomly selected from 50, 65 and 75 dB at a distance of 1 m from the sound source. The second reminder cycle follows after 12 months, involving the playing of sounds from the same category once for 60 minutes, at various volume levels randomly selected from 50, 65 and 75 dB at a distance of 1 m from the sound source.
[0074] Example 3
[0075] The method for training animals according to the invention in the third embodiment proceeds analogically to the second embodiment, the sounds being played for 20 minutes each time, at a volume level of 40 in the first stage, at a volume level of 58 dB at a distance of 1 m from the sound source in the second stage, at a volume level of 65 dB at a distance of 1 m from the sound source in the third stage, at a volume level of 70 dB at a distance of 1 m from the sound source in the fourth stage, at a volume level randomly selected from 40, 58,65 and 70 dB at a distance of 1 m from the sound source in the fifth stage, a single stage lasting 5 days. A second reminder cycle follows after two months.
[0076] Example 4
[0077] The method for training animals according to the invention in the fourth embodiment proceeds analogically to the first embodiment, the sounds being played each time for 45 minutes at 2 volume levels: 45 dB at a distance of 1 m from the sound source, and a random one from 45 and 70 dB at a distance of 1 m from the sound source, and a single stage lasts two days. In this embodiment, the method is implemented with the additional use of a camera and microphone, connected to an electronic device capable of performing algorithms. The camera and microphone record the animal's behaviour, which is then analysed in the electronic device using artificial intelligence tools, and following the detection of the animal's negative reaction to the sounds heard, e.g. squealing, barking or visual signs of stress, the session is stopped, and on the following day, the sounds are played at the volume at which they were played in the stage preceding the stage in which the negative reaction to the sounds in that category occurred. Visual signs of stress recorded by the camera include, e.g. stiffly raised or deeply lowered head, upturned and lifted as far above the ground as possible when the dog's body is lying down, clenched jaws, teeth fully exposed, persistent licking, biting, ears tightly adhered to the head, eyes wide open, tense muscles around the eyes, "whale eye" (visible whites), nervous restless eyes, tucked tail, stiff, slow movements, raised hair all over the body, freezing, trembling, intense sniffing, scratching, dandruff, lying with raised hackles, running in circles, urinating, and hiding.
[0078] If the negative reaction occurred in the first stage of the series, in subsequent sessions of this stage the volume will be 38 dB at a distance of 1 m from the sound source, followed by the next stages. Thus, the length of training is extended each time the user stops a session due to the dog's negative reaction.
[0079] The first and second reminder cycles are very important when training both puppies and adult dogs, to prevent sound memory loss and new negative associations with sounds that may arise in the meantime. When a dog owner wishes to start a new training before performing the second reminder cycle, priority will be given to the second reminder cycle.
[0080] The method according to the invention solves the problem of accurate reproduction of the sounds that animals hear, and allows for the effective training of animals, getting them accustomed to new sounds and minimising the stress associated with new situations.The method assumes getting the animal gradually accustomed to potentially stressful sounds, and it allows for adjustment of the pace of training to the animal— due to the ability to provide feedback regarding the dog's reaction to the sounds heard.
Claims
Claims1. A method for training animals by means of a set for emitting acoustic signals, characterised in that the sounds are played simultaneously from a speaker capable of playing ultrasounds (2) and a speaker capable of playing sounds audible to humans (3), the sounds played being selected from a library of sounds stored in the memory of an electronic device (1) connected to the speaker capable of playing sounds audible to humans (3) and to the speaker capable of playing ultrasounds (2).
2. The method for training animals according to claim 1, characterised in that the sounds stored in the memory of the electronic device (1) are divided into at least two categories.
3. The method for training animals according to claim 2, characterised in that randomly selected sounds are played for 20 to 60 minutes, once a day, in a series of 2 to 5 stages, one stage involving the sounds being played at a constant volume level within a range of 40-75 dB at a distance of 1 m from the sound source, and the series consisting of the stages proceeding in succession, the volume in the first stage being 40-50 dB at a distance of 1 m from the sound source, and in each subsequent stage from the second to the penultimate one being higher than in the previous one, and in the final stage the volume level being randomly selected from a range of 40-75 dB at a distance of 1 m from the sound source, the sounds played in all stages of the series being randomly selected from one category.
4. The method for training animals according to claim 3, characterised in that each stage lasts from one to five days.
5. The method for training animals according to claim 3, characterised in that after the second stage and before the third stage, the sounds are played for 20 to 60 minutes, once a day, at a volume of 70-75 dB at a distance of 1 m from the sound source, from the same category from which the sounds are played in the second and third stages, for as many days as the duration of the second stage.
6. The method for training animals according to claim 3, characterised in that after performing a series for one category of sounds, a series is performed for the second category of sounds, then a series is performed for the third category of sounds, and then a series is performed for the fourth category of sounds.
7. The method for training animals according to claim 3, 4, 5 or 6, characterised in that the four series for the four categories of sounds are followed by a first reminder cycle, which involves playing sounds from one category once a week for 20 to 60 minutes, the sounds from the first category being played in the first week, the sounds from the second category being played in the second week, the sounds from the third category being played in the third week, and the sounds from the fourth category being played in the fourth week.
8. The method for training animals according to claim 7, characterised in that after a period of 2 to 12 months following the performance of the first reminder cycle, a second reminder cycle follows, which involves playing sounds from four categories for 20 to 60 minutes, with various volume levels randomly selected from 40-50 dB at a distance of 1 m from the sound source, 51-69 dB at a distance of 1 m from the sound source, and 70-75 dB at a distance of 1 m from the sound source.
9. The method for training animals according to claim 3, characterised in that during one of the stages 2 to 5 the playing of the sounds is stopped, followed by the stage that preceded the stage in which the stopping occurred.
10. A set for emitting acoustic signals for training animals using the method according to any of the claims 1 to 9, characterised in that it comprises the speaker capable of playing ultrasounds (2), the speaker capable of playing sounds audible to humans (3), and the electronic device (1) capable of executing algorithms connected to each other.
11. The set for emitting acoustic signals for training animals according to claim 10, characterised in that it comprises a camera (4).
12. The set for emitting acoustic signals for training animals according to claim 10, characterised in that it comprises a microphone (5).
13. The set for emitting acoustic signals for training animals according to any of the claims 10 to 12, characterised in that the electronic device (1) capable of executing algorithms, the speakers (2, 3), the camera (4) or the microphone (5) are connected to each other in a wired or wireless manner.
14. The set for emitting acoustic signals for training animals according to claim 10, characterised in that the electronic device (1) capable of executing algorithms uses artificial intelligence software.