Game and Chat Audio Mixing for Clear Voice Under Loud Gameplay

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Solution Overview

Problem

In multiplayer gaming, the wide dynamic range of game audio makes it difficult for users to hear chat audio during loud game passages, as the volume of chat signals cannot compete with the loudness of game audio.

Innovation Solution

The implementation of independent game and chat volume control systems, which allow users to separately adjust the volume of game and chat audio components, ensuring that chat audio remains audible even during intense game moments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If game audio volume is increased to maintain immersion during loud game passages, then game audio quality is improved, but chat audio becomes inaudible

Engineering Contradiction:
Improvegame audio loudnessVSAvoidchat audio visibility
Core Design Contradiction:
Illumination intensityVSLoss of information

Solution Approach 1:

The audio system is segmented into separate game audio and chat audio channels, each with independent volume control. This allows the game audio to maintain high volume for immersion while chat audio can be independently adjusted to remain audible, resolving the contradiction between game audio quality and chat audio visibility.

Inventive Principle:
Principle #1Segmentation

2Illumination intensity

If chat audio volume is increased to ensure audibility during loud game passages, then chat communication is improved, but game audio dynamics are overwhelmed

Engineering Contradiction:
Improvechat audio loudnessVSAvoidgame audio dynamics
Core Design Contradiction:
Illumination intensityVSObject-generated harmful factors

Solution Approach 1:

By segmenting the audio output into separate game and chat channels with independent volume controls, the system allows chat audio to be amplified without affecting game audio dynamics. The game audio maintains its full dynamic range while chat audio can be independently boosted to ensure audibility during intense game moments.

Inventive Principle:
Principle #1Segmentation

3Device complexity

If a single volume control is used for both game and chat audio, then device complexity is reduced, but independent volume adjustment capability is lost

Engineering Contradiction:
Improvevolume control systemVSAvoidindependent volume control
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The volume control system is segmented into separate controls for game audio and chat audio. This increases adaptability by allowing independent adjustment of each audio type, while the overall device complexity remains manageable through the use of separate but similar control mechanisms.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The volume control system is made dynamic by allowing real-time independent adjustment of game and chat audio volumes. This enables users to adapt the audio mix to different gaming situations, enhancing versatility while maintaining a relatively simple control interface.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12318687B2Independent game and chat volume control
Publication Date: 2025.06.03 VOYETRA TURTLE BEACH INC
  • US12318687B2 patent drawing
  • US12318687B2 patent drawing
  • US12318687B2 patent drawing

AI summary

In an audio device that includes a plurality of input controls, mixing circuitry, a left speaker, and a right speaker, a desired balance, between a first audio signal and a second audio signal, may be determined according to the plurality of input controls. A desired volume, of the first audio signal and the second audio signal, may be determined according to the plurality of input controls. A virtualization, of one or both of the first audio signal and the second audio signal, may be determined according to a head related transfer function. A stereo signal may be generated by combining the first audio signal and the second audio signal according to the desired balance, the desired volume, and the virtualization. A left channel of the stereo signal may be outputted to the left speaker and a right channel of the stereo signal may be outputted to the right speaker.