Audio Markers in Computerized Wagering Games

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Solution Overview

Problem

Computerized wagering game systems face challenges in managing audio, including storage efficiency, processor resource consumption, and coordinating sound with animation, often resulting in distracting transitions and audible issues when starting or stopping audio clips.

Innovation Solution

A computerized wagering game system with an audio module that processes markers embedded within an audio stream, allowing for structured audio commands to control playback, such as region markers for length definition, chorus markers for specific audio segments, and stop markers for smooth transitions, enabling independent management of audio topologies and reducing processor load.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If audio clips are stored in compressed format to save storage space, then storage efficiency is improved, but processor resources are consumed for decompression

Engineering Contradiction:
Improvestorage spaceVSAvoidprocessor resource consumption
Core Design Contradiction:
Quantity of substanceVSUse of energy by moving object

Solution Approach 1:

The audio data is pre-processed and divided into multiple clips during the composition stage, with timing information and transition parameters embedded in advance. This preliminary organization allows the system to play back audio clips without real-time decompression or complex processing, reducing processor resource consumption during game operation while maintaining storage efficiency through compressed format storage of the pre-organized audio data

Inventive Principle:
Principle #10Preliminary action

2Productivity

If audio clips are started and stopped repeatedly to coordinate with animation, then synchronization with game events is improved, but distracting transitions and audible issues occur

Engineering Contradiction:
Improvesynchronization with game eventsVSAvoiddistracting transitions and audible issues
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The system composes multiple audio clips with overlapping time periods and smooth transitions between them, ensuring continuous audio playback without abrupt starts or stops. The composition parameters include transition timing and fade-in/fade-out controls that eliminate audible discontinuities while maintaining synchronization with animation and game events, thus preserving continuous useful audio action without distracting transitions

Inventive Principle:
Principle #20Continuity of useful action

3Productivity

If multiple audio clips are managed to coordinate with animation, then audio synchronization is improved, but device complexity increases

Engineering Contradiction:
Improveaudio synchronization capabilityVSAvoidaudio management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The audio composition is segmented into multiple discrete clips, each with defined start and end times and specific playback parameters. This segmentation allows the system to manage complex audio synchronization by breaking down the overall audio track into manageable segments that can be independently controlled and timed to coordinate with animation frames and game events, reducing the complexity of managing a single continuous audio stream

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9153096B2Audio markers in a computerized wagering game
Publication Date: 2015.10.06 LNW GAMING INC
  • US9153096B2 patent drawing
  • US9153096B2 patent drawing
  • US9153096B2 patent drawing

AI summary

A computerized wagering game system has a gaming module comprising a processor and gaming code which is operable when executed on the processor to present or conduct a wagering game on which monetary value can be wagered. An audio module is operable to process markers embedded within an audio stream, wherein the markers comprise structured audio commands.