AI-Generated Ambisonic Soundfield for Immersive Audio Design
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Solution Overview
Problem
The challenge in creating realistic 3D ambisonic soundfields for video games and immersive environments is the extensive creative and design work required, which increases development costs and time, and existing technologies struggle to generate convincing 3D soundfields for all in-game features.
Innovation Solution
An AI-based system that uses an artificial intelligence model to automatically generate a 3D ambisonic soundfield by processing specifications of sound-producing elements within a graphical scene and a library of sound effects, reducing the workload for sound designers and enhancing realism.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If manual sound design methods are used to create realistic 3D ambisonic soundfields, then audio quality and realism are improved, but development time and costs increase significantly
Solution Approach 1:
The patent replaces manual sound design processes with an automated AI-based system that uses machine learning models to generate ambisonic soundfields. The system substitutes human creative work with computational algorithms that automatically process game scene data and produce realistic 3D audio environments, thereby maintaining audio quality while dramatically reducing development time.
Solution Approach 2:
The AI system enables the sound design process to be self-service by automatically generating ambisonic soundfields without requiring manual intervention from sound designers. The system takes game scene specifications as input and autonomously produces realistic 3D audio environments, freeing sound designers from routine tasks while preserving audio quality.
2Manufacturing precision
If extensive manual sound design work is performed, then realistic 3D ambisonic soundfields are achieved, but development costs increase
Solution Approach 1:
The patent replaces expensive manual sound design labor with an automated AI system that uses machine learning models to generate realistic ambisonic soundfields. This substitution maintains the realism and quality of hand-crafted audio while dramatically reducing development costs by eliminating the need for extensive manual work.
Solution Approach 2:
The system changes the parameters of the sound design process by using AI models trained on large datasets to automatically adjust audio parameters such as spatial positioning, reverberation, and sound propagation characteristics. This allows realistic soundfields to be generated automatically based on game scene parameters without requiring manual tuning, thereby reducing costs while maintaining realism.
3Adaptability or versatility
If traditional audio processing methods are used, then existing technology constraints are maintained, but the ability to generate convincing 3D soundfields for all in-game features is limited
Solution Approach 1:
The patent implements a universal AI-based system that can generate convincing 3D ambisonic soundfields for all types of in-game features, not just specific predefined scenarios. The machine learning model is trained to handle diverse sound sources and environmental conditions, providing consistent quality across the entire game world rather than requiring separate manual designs for each feature.
Solution Approach 2:
The system replaces traditional audio processing methods with AI-based machine learning models that automatically analyze game scene data and generate appropriate ambisonic soundfields. This substitution enables the system to adapt to any in-game feature dynamically, maintaining convincing quality across all scenarios without being limited by pre-programmed rules or manual configurations.
Data Source
AI summary
A specification of sound producing elements within a graphical scene is provided as input to an artificial intelligence (AI) model. The specification of the sound producing elements includes a description of each sound producing element and a position of each sound producing element within a three-dimensional (3D) space relative to a virtual ambisonic microphone location within the graphical scene. A library of sound effects is also provided as input to the AI model. The AI model is executed to automatically generate an ambisonic soundfield for the specification of sound producing elements within the graphical scene from the library of sound effects. The automatically generated ambisonic soundfield is conveyed to a client computing system for post-processing by a sound designer.


