API for coordinating spatial audio rendering across applications

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Solution Overview

Problem

Existing systems fail to coordinate the use of spatialization technologies when multiple applications process channel-based and object-based audio simultaneously, leading to inefficient resource utilization and a less-than-desirable user experience, and pose challenges for developers in designing applications that account for spatialization technology availability and ownership rights.

Innovation Solution

A generic interface with APIs that enables systems to coordinate the processing of object-based and channel-based audio by determining the appropriate spatialization technology based on contextual data, including computing resource capabilities and user preferences, allowing dynamic switching between technologies and efficient resource allocation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If multiple applications simultaneously process channel-based audio and object-based audio using different spatialization technologies, then each application can render its audio independently, but the system cannot coordinate the processing leading to inefficient resource utilization and degraded user experience

Engineering Contradiction:
Improveaudio processing coordinationVSAvoidcomputing resource efficiency
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent introduces an intermediary component (spatialization coordinator or API layer) that mediates between multiple applications and the spatialization technologies. This intermediary receives audio objects from multiple applications, manages the spatialization processing centrally, and coordinates resource allocation, thereby enabling efficient multi-application audio processing while avoiding the inefficiencies of independent rendering paths.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If one application utilizes a particular output device with spatialization technology, then that application can achieve high-quality spatial audio, but another application's ability to utilize the same spatialization technology is inhibited

Engineering Contradiction:
Improvespatial audio qualityVSAvoidmulti-application spatialization support
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic resource allocation where the system can dynamically switch between different spatialization technologies (e.g., Dolby Atmos, DTS:X, HRTF) based on which applications are active. The intermediary layer manages dynamic coordination, allowing one application to use Dolby Atmos while another uses HRTF, or dynamically switching the dominant technology based on application priorities and resource availability, thereby maintaining high spatial audio quality across multiple applications simultaneously.

Inventive Principle:
Principle #15Dynamics

3Reliability

If developers must be aware of the availability and ownership rights of spatialization technologies, then they can ensure proper licensing and compatibility, but design options for applications are limited

Engineering Contradiction:
Improvespatialization technology compatibilityVSAvoidapplication development flexibility
Core Design Contradiction:
ReliabilityVSEase of manufacture

Solution Approach 1:

The patent introduces an intermediary API layer that abstracts spatialization technology details from applications. This intermediary handles the complexity of spatialization technology selection, licensing, and coordination automatically. Applications can request spatial audio processing through standardized API calls without needing to know which spatialization technology is available or owned, thereby maintaining reliability while significantly improving development flexibility and reducing barriers for developers.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Manufacturing precision

If the system selects a specific spatialization technology based on contextual data, then optimal audio rendering can be achieved for the current context, but the system must continuously monitor and adapt to changing conditions

Engineering Contradiction:
Improveaudio rendering qualityVSAvoidspatialization technology management
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent implements a feedback mechanism where the system continuously monitors contextual data (application types, active audio objects, output device capabilities) and dynamically adjusts spatialization technology selection. The intermediary layer receives feedback about system state and automatically selects the most appropriate spatialization technology (Dolby Atmos, DTS:X, HRTF, or hybrid modes), managing the complexity internally while maintaining optimal audio rendering quality without requiring complex user-side management.

Inventive Principle:
Principle #23Feedback

Data Source

PatentEP3437337B1Application programing interface for adaptive audio rendering
Publication Date: 2020.11.18 MICROSOFT TECHNOLOGY LICENSING LLC
  • EP3437337B1 patent drawingFigure 1A
  • EP3437337B1 patent drawingFigure 1B
  • EP3437337B1 patent drawingFigure 2

AI summary

The techniques disclosed herein provide application programming interfaces (APIs) for enabling a system to select a spatialization technology. The APIs also enable a system to balance resources by allocating audio objects to a number of applications executing on a computer system. The system coordinates the audio objects between applications and each application can control the number of objects they individually generate. In some configurations, the system can also fold audio objects across different applications. Different spatialization technologies can be selected based on an analysis of contextual data and policy data. For instance, when a new headphone system is plugged in, the system may switch from Dolby Atmos to the Microsoft HoloLens HRTF spatialization technology. The system can dynamically control a number of generated audio objects and dynamically change a utilized spatialization technology based on changes to a computing environment.