Audio Signal Filtering for Virtual Environment Sound Localization

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing digital audio filtering technologies struggle to accurately render audio signals in virtual environments, such as VR, AR, and MR, to create a natural and immersive experience, particularly in aligning and trimming filters to maintain realistic sound localization.

Innovation Solution

The system employs a method involving multiple processing stages with different filters applied to input signal portions corresponding to specific locations in the virtual environment, generating output signals that are presented to each ear, thereby enhancing the realism of sound localization.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If conventional filtering technologies are used in virtual environments, then device complexity is reduced, but sound localization realism deteriorates

Engineering Contradiction:
Improvesound localization realismVSAvoidfilter processing complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The audio signal is divided into multiple frequency bands using bank filters, with each band processed independently by dedicated filters. This segmentation allows precise control over sound localization for different frequencies while maintaining manageable computational complexity through modular processing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different filter characteristics and parameters are applied to different frequency bands according to their specific requirements. Each frequency band receives customized filtering treatment optimized for its localization needs, rather than applying uniform filtering across all frequencies.

Inventive Principle:
Principle #3Local quality

2Reliability

If filters are applied to render audio signals in virtual environments, then immersion experience is improved, but timbre artifacts increase

Engineering Contradiction:
Improveimmersion experienceVSAvoidtimbre artifacts
Core Design Contradiction:
ReliabilityVSObject-generated harmful factors

Solution Approach 1:

The system dynamically adjusts filter parameters including cutoff frequencies, Q-factors, and gain values based on the virtual environment context and sound source characteristics. This adaptive parameter adjustment maintains immersion while minimizing timbre distortion artifacts.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system incorporates feedback mechanisms that analyze the output signals for timbre artifacts and adjust filter parameters accordingly. This closed-loop control ensures immersion is maintained while harmful timbre artifacts are reduced through continuous optimization.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250126425A1Methods and systems for audio signal filtering
Publication Date: 2025.04.17 MAGIC LEAP INC
  • US20250126425A1 patent drawing
  • US20250126425A1 patent drawing
  • US20250126425A1 patent drawing

AI summary

Systems and methods for rendering audio signals are disclosed. In some embodiments, a method may receive an input signal including a first portion and the second portion. A first processing stage comprising a first filter is applied to the first portion to generate a first filtered signal. A second processing stage comprising a second filter is applied to the first portion to generate a second filtered signal. A third processing stage comprising a third filter is applied to the second portion to generate a third filtered signal. A fourth processing stage comprising a fourth filter is applied to the second portion to generate a fourth filtered signal. A first output signal is determined based on a sum of the first filtered signal and the third filtered signal. A second output signal is determined based on a sum of the second filtered signal and the fourth filtered signal. The first output signal is presented to a first ear of a user of a virtual environment, and the second output signal is presented to the second ear of the user. The first portion of the input signal corresponds to a first location in the virtual environment, and the second portion of the input signal corresponds to a second location in the virtual environment.