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
Engineering 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
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
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
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
3Productivity
If multiple audio clips are managed to coordinate with animation, then audio synchronization is improved, but device complexity increases
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
Data Source
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.


