Audio Effect Prioritization and Selective Compression for Distributed Playback

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Solution Overview

Problem

Existing audio devices in home entertainment systems often face challenges in producing high-quality audio due to cost constraints, with inexpensive devices limited in frequency output and lacking computing resources to handle uncompressed audio, leading to the need for compressing audio effects which can compromise sound quality.

Innovation Solution

A system that selects the most suitable device for outputting audio effects based on priority, compressing lower-priority portions of audio effects while keeping higher-priority portions uncompressed, and combining audio data to optimize sound quality across devices, ensuring that audio is played back on devices with the best suited hardware capabilities.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If uncompressed audio effects are transmitted to inexpensive audio devices, then audio quality is improved, but device resource requirements and transmission bandwidth are exceeded

Engineering Contradiction:
Improveaudio qualityVSAvoiddevice resource requirements
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The audio effect is divided into multiple frequency bands (e.g., low-frequency, mid-frequency, high-frequency components). Each band is processed and transmitted separately, allowing selective compression of less critical frequency ranges while maintaining high quality for important frequencies, thus reducing overall data requirements for inexpensive devices

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different compression ratios and quality levels are applied to different portions of the audio spectrum based on perceptual importance. Critical frequency ranges maintain higher quality with minimal or no compression, while less critical ranges use higher compression, optimizing the balance between audio quality and device resource constraints

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If high quality audio equipment is used, then sound quality is improved, but cost increases

Engineering Contradiction:
Improvesound qualityVSAvoidcost
Core Design Contradiction:
Manufacturing precisionVSEase of manufacture

Solution Approach 1:

Instead of providing full uncompressed audio to all devices, the system applies partial compression only where perceptually acceptable. This allows inexpensive devices to receive adequately compressed audio that meets quality thresholds, eliminating the need for costly high-end equipment while maintaining satisfactory sound quality

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system dynamically adjusts audio parameters such as bit rate, sample rate, and frequency response based on device capabilities. Inexpensive devices receive audio optimized for their specific hardware constraints, achieving acceptable sound quality without requiring expensive high-fidelity equipment

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If audio effects are compressed to fit device capabilities, then device compatibility is improved, but audio quality deteriorates

Engineering Contradiction:
Improvedevice compatibilityVSAvoidaudio quality
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The audio signal is segmented into multiple frequency bands that can be independently compressed. This allows the system to maintain higher quality in critical frequency ranges while applying more aggressive compression to less critical bands, achieving device compatibility without uniform quality loss across the entire audio spectrum

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A central controller or server acts as an intermediary that analyzes device capabilities and applies appropriate compression algorithms. This intermediary processes the audio before transmission, ensuring optimal compression settings are applied to maintain quality while achieving compatibility with various device constraints

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS9704491B2Storytelling environment: distributed immersive audio soundscape
Publication Date: 2017.07.11 DISNEY ENTERPRISES INC
  • US9704491B2 patent drawing
  • US9704491B2 patent drawing
  • US9704491B2 patent drawing

AI summary

Systems, methods and articles of manufacture for outputting an audio effect on a remote device are disclosed. Embodiments select a device from a plurality of devices within a physical environment for use in outputting an audio effect. Upon determining that transmitting the audio effect as uncompressed data to the selected device would violate a predefined performance criteria, the audio effect is modified by determining, for each of a plurality of portions of the audio effect, a respective priority. Additionally, upon determining that a first portion of the plurality of portions of the audio effect is a lower priority, relative to a second portion of the audio effect, embodiments compress the first portion of the audio effect, while the second portion of the audio effect remains uncompressed. The modified audio effect is then transmitted to the selected device for playback.