Adaptive Media Loudness Processing for Environment-Specific Audio

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Solution Overview

Problem

Existing methods for processing playing loudness of media data lack adaptability to different playing environments and device attributes, resulting in inconsistent auditory experiences for users.

Innovation Solution

A method that involves obtaining media data and its audio features, as well as loudness requirement information about the current playing environment and device attributes, to determine and apply loudness processing information, ensuring adaptive adjustment of playing loudness.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If media data with various loudness are pulled to the same playing loudness through volume gain and forced clipping, then playing loudness balance is achieved, but adaptability to different playing environments and device attributes is lost

Engineering Contradiction:
Improveplaying loudness balanceVSAvoidadaptability to different playing environments
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the loudness processing parameters adjustable based on different playing environments and device attributes. Instead of using fixed volume gain and clipping, the system dynamically determines processing parameters (such as compression ratio, threshold values) according to the detected playing conditions, allowing the same media data to be processed differently for different scenarios while maintaining loudness balance.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes processing parameters based on detected playing environments and device attributes. The system obtains audio features of the media data and combines them with loudness requirement information (including playing environment and device attributes) to determine appropriate loudness processing parameters, such as compression ratios and threshold values, which are then applied to process the media data accordingly.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If loudness processing is conducted on media data at a playing side without considering playing environment, then processing simplicity is maintained, but playing effect consistency across different environments is compromised

Engineering Contradiction:
Improveprocessing simplicityVSAvoidplaying effect consistency
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent implements feedback by detecting the actual playing environment and device attributes, then using this information to adjust the loudness processing parameters. The system obtains loudness requirement information that includes playing environment data and device attributes, combines this with audio features of the media data, and uses the combined information to determine processing parameters, ensuring consistent playing effects across different environments.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250071371A1Method, apparatus, device and storage medium for processing playing loudness of media data
Publication Date: 2025.02.27 BEIJING ZITIAO NETWORK TECH CO LTD
  • US20250071371A1 patent drawing
  • US20250071371A1 patent drawing
  • US20250071371A1 patent drawing

AI summary

The disclosure relates to the technical field of computer processing, and discloses a method, an apparatus, a device and a storage medium for processing playing loudness of media data. The method according to the disclosure comprises obtaining media data to be played and an audio feature of the media data to be played; obtaining loudness requirement information, wherein the loudness requirement information comprises a current playing environment and/or an attribute of a playing device; determining loudness processing information for the media data to be played based on the audio feature and the loudness requirement information; and processing the media data to be played based on the loudness processing information to obtain target media data for playing.