Directional Audio Cone Shaping for Natural VR Sound Focus
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Solution Overview
Problem
In virtual worlds, sound propagation is uniform in all directions, leading to disorientation and unrealistic audio experiences for local players, as sounds from various directions are equally audible, making it difficult to focus on specific audio sources, and sudden volume changes are not realistic.
Innovation Solution
The volume of audio sources is dynamically adjusted based on the local player's forward vector, using an inner and outer cone system, where sources within the inner cone are at full volume, those between the cones are scaled, and sources outside the outer cone are at minimum or zero volume, simulating human hearing dynamics.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If sound propagation is uniform in all directions, then all audio sources are equally audible to the local player, but this causes disorientation and makes it difficult to focus on specific audio sources
Solution Approach 1:
The patent applies local quality by making different spatial regions have different audio properties. Specifically, it creates an inner cone region where audio sources are audible and an outer cone region where they are not, with a transition zone between them. This directional audio masking allows players to focus on specific audio sources in front of them while filtering out sounds from other directions, resolving the contradiction between comprehensive audibility and ease of focus.
2Adaptability or versatility
If all audio sources are audible regardless of direction, then the player can hear conversations from all directions, but this creates unrealistic and startling audio experiences
Solution Approach 1:
The patent implements local quality by assigning different audibility characteristics to different spatial zones. The inner cone region provides full audio coverage for sounds directly in front of the player, while the outer cone region masks sounds from peripheral and rear directions. The transition zone provides gradual fading, creating a realistic audio experience that matches human directional hearing while maintaining comprehensive coverage where appropriate.
Solution Approach 2:
The patent applies dynamics by making the audio masking effect dynamic rather than static. The inner and outer cones are dynamically adjusted based on player orientation and movement, allowing the audio field to adapt as the player turns or moves. This dynamic approach creates a more realistic experience where audio sources naturally enter and exit the player's audible field as they would in real life.
3Stability of the object's composition
If sound amplitude is not adjusted based on direction, then all audio sources maintain consistent volume, but this prevents natural focus enhancement and creates disorienting audio environments
Solution Approach 1:
The patent resolves this contradiction by applying local quality to audio amplitude. Sounds within the inner cone maintain their original amplitude for consistent representation, while sounds in the transition zone undergo gradual amplitude reduction, and sounds in the outer cone are completely masked. This creates natural focus enhancement where directional sounds are emphasized without arbitrarily changing the composition of audible audio sources.
Data Source
AI summary
The present technology provides a more natural audio experience in a virtual world. In particular, the present technology provides an inner cone around a local player where audio sources within the inner cone are presented at full volume and an outer cone where audio sources outside the outer cone are presented at a minimum volume, or not at all. Audio sources that originate between the inner cone and outer cone are scaled based on their distance between the inner cone and outer cone. The present technology also provides a spatial aspect by shaping the inner cone and outer cone based on the forward vector of the local player so that more sounds are audible that are in front of the local player and less sounds behind the local player are audible.


