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


