Audio Processing System for Dynamic Sound Field Adaptation

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Solution Overview

Problem

Existing audio processing techniques for video game software and video content fail to individually process and emit sound effects such as operation sounds, ambient sounds, and background music effectively, resulting in an unsatisfactory sound experience due to the same sound field being applied to various types of sounds without consideration for their specific emission conditions.

Innovation Solution

An audio processing system that generates and outputs original sound data based on the progress of a video game and user operations, using a video game machine and audio processor connected via a multi-channel communication cable, which processes sound data through separate channels with control signals indicating processing parameters like localization and reverberation rates to create a dynamic sound environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the same sound field is applied to all types of sound without exception, then the audio processing is simple and unified, but the desired sound effect is not obtained for specific sound types or emission conditions

Engineering Contradiction:
Improvesound effect adaptationVSAvoidaudio processing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the audio processing by separating original sound data into multiple channels based on sound type (operation sound, ambient sound, BGM, etc.). Each channel is independently processed with specific parameters, allowing different sound effects for different sound types while maintaining manageable processing complexity through structured organization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies local quality by assigning different processing parameters to different channels based on their specific characteristics. Each sound type receives customized processing (e.g., operation sound with specific localization, ambient sound with specific reverberation) rather than a uniform processing approach, enabling optimal sound effects for each sound category.

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If individual processing parameters are assigned to each sound type, then the desired sound effect is obtained, but the audio processing system becomes more complex

Engineering Contradiction:
Improvesound processing precisionVSAvoidprocessing system complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system achieves precise individual processing by segmenting audio into distinct channels, each with dedicated processing parameters. This segmentation allows high precision sound processing for each sound type while managing complexity through modular channel-based architecture rather than monolithic processing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent utilizes parameter changes by dynamically adjusting processing parameters (localization, reverberation rate, etc.) for each channel based on sound type and emission conditions. This enables precise control over sound effects while maintaining system efficiency through parameter-based control rather than structural complexity.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If a dynamic sound field changes according to video game progress, then the sense of reality and impact is enhanced, but the processing overhead increases

Engineering Contradiction:
Improvesound field adaptabilityVSAvoidprocessing efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent implements dynamics by enabling the sound field to change dynamically according to video game progress and emission conditions. Processing parameters for each channel are adjusted in real-time based on game state, creating an adaptive audio experience that responds to changing conditions without requiring complete reprocessing of all sound data.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system applies preliminary action by pre-organizing sound data into channels with designated processing parameters before playback. This preparation allows for efficient real-time adjustments during game play, as the foundational processing structure is already in place and only parameter modifications are needed rather than complete processing.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP2613570B1Information processor, acoustic processor, acoustic processing system, and respective processing methods
Publication Date: 2017.06.14 YAMAHA CORP
  • EP2613570B1 patent drawingFigure 1~2
  • EP2613570B1 patent drawingFigure 3
  • EP2613570B1 patent drawingFigure 4(a)~4(c)

AI summary

The present invention aims at individually processing and emitting a sound at a destination at which original sound data indicating original sound is output. A video game progression unit (110) interprets an operation signal received by an operation unit (13) to progress a video game, displays video on a display unit (14) in accordance with the progress of a video game, and reads pieces of sound data from a storage unit (12). An original sound data generation unit (111) generates pieces of original sound data based on the pieces of read sound data. An output unit (15) packetizes the pieces of original sound data generated by the original sound data generation unit (111), and outputs packets to an audio processor (2) by using an individual channel for each packet. A control signal generation unit (112) generates a control signal which describes each attribute of each piece of original sound data in association with each communication path in an output unit (15) for each original sound data generated by the original sound data generation unit (111). The audio processor searches for each original sound data reconstructed from a packet corresponding to a time stamp of the control signal, and processes each original sound data based on the control signal.