3D Spatial Audio Cues for Sound Source Localization in Multiplayer Games

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In networked multi-player video games, players face challenges in efficiently and user-friendly communication of audio cues for locating sound sources, particularly when virtual characters are in distress, leading to difficulties in coordinated gameplay.

Innovation Solution

A system and method that modifies audio data in a three-dimensional space to enhance the location of sound sources, such as virtual characters, by increasing amplitude and frequency, altering sound directionality, and adjusting visual indicators, using a server system to process and transmit modified audio to client devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If audio communication is enabled between players in networked multi-player video games, then communication capability is improved, but difficulty in locating sound sources and coordinating gameplay worsens

Engineering Contradiction:
Improveaudio communication capabilityVSAvoidsound source location
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The patent applies local quality by modifying audio characteristics based on the spatial location of sound sources. Different audio filters and processing techniques are applied to audio from different directions and distances, creating localized audio qualities that help players identify the direction and distance of sound sources, thereby resolving the contradiction between enabling communication and maintaining difficulty in locating sources

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent introduces spatial audio dimensions by processing audio signals to include directional and distance information. This transforms 2D audio playback into 3D spatial audio experience, allowing players to perceive the location of sound sources in three-dimensional space, thus improving sound source detection while maintaining communication capabilities

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Measurement precision

If audio data is modified to enhance sound source location, then player awareness of sound source locations is improved, but audio processing complexity increases

Engineering Contradiction:
Improvesound source location identificationVSAvoidaudio processing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent introduces audio filters and processors as intermediary components between the audio source and the player's ears. These intermediaries perform the complex processing tasks, separating the complexity from the core game system. The filters act as mediators that transform raw audio into spatially-aware audio without requiring the entire game system to become complex

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent employs parameter changes by modifying audio parameters such as frequency, amplitude, and phase based on sound source location. Different audio parameters are adjusted dynamically to create the illusion of spatial positioning, achieving precise location identification through controlled parameter modulation rather than system complexity

Inventive Principle:
Principle #35Parameter changes

3Loss of information

If amplitude and frequency of audio data are increased to highlight critical cues, then player awareness of critical audio cues is improved, but overall audio balance and immersion may deteriorate

Engineering Contradiction:
Improvecritical audio cue visibilityVSAvoidaudio imbalance
Core Design Contradiction:
Loss of informationVSObject-generated harmful factors

Solution Approach 1:

The patent applies local quality by selectively enhancing only the critical audio cues while maintaining the natural balance of other audio elements. Different processing intensities are applied to different audio streams based on their importance, allowing critical cues to stand out without creating overall audio imbalance or disrupting immersion

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent uses periodic action through dynamic audio processing that adjusts amplitude and frequency enhancement based on game events and player attention. The enhancement is applied periodically and adaptively, intensifying critical cues when needed and maintaining normal audio balance during routine gameplay, thus preventing audio fatigue and imbalance

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20260021397A1Systems and methods for identifying a location of a sound source
Publication Date: 2026.01.22 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20260021397A1 patent drawing
  • US20260021397A1 patent drawing
  • US20260021397A1 patent drawing

AI summary

A method for identifying a location of a sound source is described. The method includes determining whether a predetermined condition regarding the sound source in a game is achieved during a play of the game and modifying first audio data generated based on a first sound received from a player in response to determining that the predetermined condition is achieved. The first audio data is modified in a three-dimensional audio space to output first modified audio data. The player controls the sound source in the game. The method includes providing the first modified audio data via a computer network to a client device to output a first modified sound.