Directional Audio Attenuation Using Player Forward-Vector Cones
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Solution Overview
Problem
In virtual worlds, sounds propagate equally in all directions, leading to disorientation and unrealistic audio experiences, especially in crowded areas, as sounds from behind or from the sides are not distinguished, and sudden volume changes are startling.
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 no volume, simulating human hearing dynamics.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If sound propagation is reduced to only audio sources around the local player, then audio focus is improved, but spatial disorientation increases in crowded areas
Solution Approach 1:
The patent applies local quality by creating different audio propagation characteristics for different spatial regions. The inner cone region allows full omnidirectional audio propagation, while the outer cone region applies directional attenuation based on the player's forward vector. This resolves the contradiction by providing focused audio information in the front direction while maintaining spatial awareness through gradual attenuation rather than abrupt cutoff.
Solution Approach 2:
The patent implements asymmetry by using the player's forward vector to create an asymmetric audio propagation pattern. Sounds in front of the player propagate fully in all directions, while sounds behind or to the sides are attenuated based on their angular relationship to the forward vector. This asymmetric approach improves audio focus for forward-facing interactions while preserving spatial orientation through directional cues.
2Ease of operation
If all audio sources are audible to the local player, then spatial awareness is maintained, but audio focus and player attention are lost in crowded areas
Solution Approach 1:
The patent applies dynamics by making audio propagation characteristics dynamic rather than static. The audio system continuously adjusts propagation based on the player's current forward vector, which changes as the player moves and rotates. This dynamic approach maintains spatial awareness by adapting to the player's current orientation while automatically focusing attention on relevant forward-facing audio sources.
Solution Approach 2:
The patent creates different audio propagation qualities for different angular regions relative to the player's forward vector. Regions within the inner cone receive full omnidirectional audio, while regions in the outer cone receive attenuated audio based on their angular position. This local differentiation maintains overall spatial awareness while emphasizing important forward-facing audio sources.
3Reliability
If sound amplitude is uniformly applied to all audio sources, then audio clarity is maintained, but sudden volume changes cause startling effects
Solution Approach 1:
The patent applies preliminary action by pre-establishing the inner and outer cone regions before audio propagation occurs. Audio sources are evaluated against these predefined spatial regions, and appropriate attenuation is applied in advance based on the source's angular position relative to the player's forward vector. This prevents sudden volume changes by consistently applying the attenuation model to all audio sources.
Solution Approach 2:
The patent introduces an intermediary attenuation mechanism between the audio source and the player's perception. Rather than directly transmitting full-amplitude sounds from all directions, the system applies angular-based attenuation as an intermediary layer. This intermediary process smoothly reduces the amplitude of sounds from rear and side directions, preventing startling effects while maintaining audio clarity for forward-facing 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.


