Configurable Audio Chat Channels for Multiplayer Game Communication

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Solution Overview

Problem

Current multi-player video games provide limited control over audio chat options, restricting communication to team members and lacking configurability on a player-by-player basis.

Innovation Solution

A system and method that allow users to open multiple audio chat communication channels with different categories of players and non-players, enabling more flexible and configurable audio chat options.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If audio communication is limited to team members only, then communication reliability within the team is improved, but adaptability and versatility of communication options deteriorate

Engineering Contradiction:
Improvecommunication reliabilityVSAvoidcommunication options
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent segments the communication system into multiple independent audio chat channels, each dedicated to a specific category (team members, opponents, spectators). This segmentation allows reliable team communication while simultaneously providing versatile options for other communication needs without interference between channels.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements multi-functionality by enabling a single communication platform to handle multiple types of audio interactions simultaneously - team chat, opponent chat, and spectator chat - all through configurable channels that can be activated based on user needs.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If multiple audio chat channels are introduced, then adaptability and versatility of communication options are improved, but device complexity increases

Engineering Contradiction:
Improveaudio chat optionsVSAvoidcommunication system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system employs self-service through automatic channel selection and configuration based on user preferences and game context. The communication manager automatically routes audio to appropriate channels without requiring manual setup, reducing the perceived complexity for users while maintaining versatile communication options.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If configurable player-by-player communication is implemented, then adaptability of communication control is improved, but device complexity and difficulty of operation increase

Engineering Contradiction:
Improvecommunication configurabilityVSAvoidcommunication control complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system manages complexity by organizing communication control around category parameters (team, opponent, spectator) rather than individual player parameters. Users configure communication at the category level, which automatically applies to all players within that category, providing fine-grained control without overwhelming complexity.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12296257B2Compositing multiple video streams into a single media stream
Publication Date: 2025.05.13 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12296257B2 patent drawing
  • US12296257B2 patent drawing
  • US12296257B2 patent drawing

AI summary

A system and method are described for combining multiple views of a video game or application into a single video stream (or set of video streams). For example, a system according to one embodiment comprises: a plurality of application/video game instances executed for a particular multi-player video game or application on a hosting service, the application/video game instances being executed in response to control signals received from a plurality of clients; compositing logic executed at the hosting service to combine video streams generated by each of the application/video game instances into a single video stream for a first one of the clients; and compression logic to compress the single video stream with low latency such that the user of the first one of the clients has the perception that the video game or application is being executed locally.