Real-Time Audio Buffer Playback for Smooth Scratching Effects

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Solution Overview

Problem

Existing technologies lack effective solutions for real-time audio processing in games, particularly for simulating interactions between players and sounds, such as the scratching effect, which is not adequately addressed in prior art.

Innovation Solution

A method involving real-time audio processing that includes storing audio data in a buffer divided into blocks, calculating displacement data from user operations, and playing blocks based on speed and acceleration to simulate scratching effects, with optimizations like linear interpolation and noise addition to enhance smoothness and realism.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If real-time audio processing is implemented with block-based buffer reading and speed/acceleration calculation, then the scratching effect realism and smoothness are improved, but the computational complexity and hardware performance requirements increase

Engineering Contradiction:
Improvescratching effect realismVSAvoidhardware performance requirements
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The audio buffer is divided into multiple blocks, and processing is performed block-by-block rather than sample-by-sample. This segmentation reduces the computational burden per processing cycle while maintaining the overall scratching effect quality through cumulative processing across blocks.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adjusts playback speed and acceleration based on user interaction displacement data. By calculating speed and acceleration from displacement and making these parameters dynamic rather than static, the system achieves realistic scratching effects that respond naturally to user input without requiring excessive computational resources for static high-fidelity processing.

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If displacement data from user operations is used to calculate speed and acceleration for playing audio blocks, then the response to user interaction is improved, but the processing time and computational load increase

Engineering Contradiction:
Improveuser interaction responseVSAvoidprocessing time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

Audio data is pre-loaded into a buffer divided into blocks before user interaction occurs. This preliminary preparation allows the system to quickly retrieve and process blocks during user interaction without needing to compute or load data in real-time, significantly reducing processing time while maintaining responsive user interaction.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system processes only the necessary portion of audio data (one block at a time) based on current user interaction needs, rather than processing the entire audio stream. This partial processing approach reduces computational load and processing time while still providing complete scratching effect functionality.

Inventive Principle:
Principle #16Partial or excessive action

3Productivity

If audio data is stored in a buffer divided into blocks for efficient processing, then the processing speed is improved, but the memory usage and data structure complexity increase

Engineering Contradiction:
Improveprocessing speedVSAvoidmemory usage
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The audio buffer is segmented into fixed-size blocks that can be efficiently processed in batches. This segmentation enables the system to load and process only the necessary amount of data at each step, improving processing speed through batch operations while keeping memory usage controlled through predictable block sizes.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

As blocks are processed through the scratching effect, previously processed blocks can be discarded from memory while new blocks are loaded as needed. This approach maintains high processing speed by keeping active data in memory while allowing efficient memory reclamation of completed processing stages.

Inventive Principle:
Principle #34Discarding and recovering

Data Source

PatentEP4279156B1Real-time audio processing method, system and device and medium
Publication Date: 2025.11.19 LILITH TECH (SHANGHAI) CO LTD
  • EP4279156B1 patent drawingFigure 1
  • EP4279156B1 patent drawingFigure 2
  • EP4279156B1 patent drawingFigure 3

AI summary

The present invention relates to the field of audio processing technology, and more particularly, to a real-time audio processing method, system, device, and medium. The method including: receiving real-time audio data, and storing the audio data in a buffer, wherein the audio data is stored in a plurality of blocks in the buffer, and each block includes a certain number of sampling points; obtaining displacement data of a user's operation; said reading and playing one of the blocks at the corresponding position in the buffer, based on the speed and acceleration calculated from the displacement data. Achieving interaction between a user and real-time audio, including supporting a game player to perform interaction with real-time audio in a game to complete a scratching sound effect, restoring a mechanical scratching effect, and the transition of the sound effect is delicate and smooth, the hardware performance cost is small.