Game Animation Audio Cue Placement Using Confidence Scoring

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Solution Overview

Problem

Conventional video game animation engines require significant manual input from audio engineers to place audio cues at appropriate timesteps in animations, consuming substantial time and computing resources.

Innovation Solution

A video game animation engine that utilizes a computer-implemented model to compute confidence scores for audio cue placement based on feature values of interconnected bones in animations, reducing manual input and refining placements using a heuristic algorithm.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If manual audio cue placement is used in conventional video game animation engines, then audio cues can be placed at appropriate timesteps, but significant time and computing resources are consumed

Engineering Contradiction:
Improveaudio cue placement accuracyVSAvoidtime for audio cue placement
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary analysis of animation data during the training phase to establish patterns and relationships between animation features and audio cue placements. This pre-computed knowledge is stored and reused during actual audio cue placement, eliminating the need for repeated manual analysis and significantly reducing time consumption while maintaining placement accuracy

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

A machine learning model serves as an intermediary between the animation data and audio cue placement decisions. The model automatically analyzes animation features and predicts appropriate audio cue placements without requiring manual intervention, thus resolving the contradiction between accurate placement and time consumption

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If manual audio cue placement is used in conventional video game animation engines, then audio cues can be placed at appropriate timesteps, but significant computing resources are consumed

Engineering Contradiction:
Improveaudio cue placement accuracyVSAvoidcomputing resources for audio cue placement
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The system performs computationally intensive analysis during an offline training phase to build a machine learning model that captures the relationship between animation features and audio cue placements. During runtime, the pre-trained model makes rapid predictions with minimal computing resources, thus maintaining accuracy while reducing real-time resource consumption

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates a computational model that copies and generalizes the patterns of manual audio cue placement decisions. Once trained on examples of correct placements, the model can automatically reproduce these decisions across new animations without requiring the same level of computing resources as manual placement

Inventive Principle:
Principle #26Copying

3Extent of automation

If a computer-implemented model is used for audio cue placement, then manual input is reduced, but the system complexity increases

Engineering Contradiction:
Improveaudio cue placement automationVSAvoidsystem complexity
Core Design Contradiction:
Extent of automationVSDevice complexity

Solution Approach 1:

The machine learning model is trained using automatically generated synthetic data from animation simulations, eliminating the need for manual labeling and reducing system complexity. The system serves itself by generating its own training data through simulation, thus achieving high automation without proportionally increasing complexity

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system transforms the complex task of audio cue placement into a parameter prediction problem where the model learns to predict timestamps based on animation features. This parameter-based approach simplifies the automation process while maintaining effectiveness

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12502604B2Video game animation engine
Publication Date: 2025.12.23 MICROSOFT TECHNOLOGY LICENSING LLC
  • US12502604B2 patent drawing
  • US12502604B2 patent drawing
  • US12502604B2 patent drawing

AI summary

Described herein are technologies relating to insertion of audio cues for a sound into animations of video games. A video game animation engine obtains feature values corresponding to an animation at a timestep and provides the feature values to a computer-implemented model. The computer-implemented model computes a confidence score for the timestep, where the confidence score is indicative of a likelihood that an audio cue for the sound should be inserted in the animation at the timestep. The video game animation engine inserts the audio cue for the sound at the timestep based upon the confidence score.