Dynamic 3D Audio Localization via Calibration Signal Feedback

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Solution Overview

Problem

Current video gaming systems using loudspeakers struggle to provide effective three-dimensional audio due to crosstalk effects, limiting the immersive experience as users can't move freely without losing localization of sounds, as existing solutions require a fixed 'sweet spot' and are not effective with changing user positions.

Innovation Solution

A method that continuously outputs a calibration signal through loudspeakers, using audio signals to track the user's location and adjust the in-game audio output in real-time by applying location-dependent filters to each speaker, reducing crosstalk and allowing users to move freely while maintaining 3D audio effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If 3D audio is provided through loudspeakers, then all users can experience immersive audio without requiring headphones, but crosstalk effects occur where each ear hears signals from both speakers, destroying localization effects

Engineering Contradiction:
Improveaudio output compatibilityVSAvoidlocalization accuracy
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system dynamically changes audio parameters (filter characteristics, gain levels, frequency responses) based on the detected user position. By continuously adjusting these parameters, the system compensates for crosstalk effects and maintains accurate sound localization even when the user moves away from the optimal listening position.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system uses the microphone to capture the calibration signal as heard by the user, then processes this feedback to determine user position. This feedback loop enables real-time detection of user location and allows the system to adjust audio output accordingly, maintaining effective 3D audio localization throughout the gaming session.

Inventive Principle:
Principle #23Feedback

2Measurement precision

If a fixed sweet spot is used for 3D audio localization, then accurate sound positioning is achieved at that position, but the user cannot move freely during gameplay without losing localization effects

Engineering Contradiction:
Improvesound localization accuracyVSAvoiduser movement freedom
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The system transitions from a static audio configuration to a dynamic one where audio parameters are continuously adjusted based on real-time user position detection. The microphone captures calibration signals, the system calculates user position, and adjusts audio output dynamically, allowing the sweet spot to move with the user throughout the gaming session.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system performs preliminary detection of user position using the calibration signal and microphone before adjusting the audio output. This preliminary action allows the system to proactively configure the audio parameters to match the user's current position, maintaining localization accuracy as the user moves.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If headphones are used to achieve accurate 3D audio localization, then each ear receives precisely controlled signals for optimal localization effects, but not all users have or want to use headphones

Engineering Contradiction:
Improvelocalization accuracyVSAvoidaudio equipment compatibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system introduces an intermediary detection mechanism (microphone capturing calibration signals) that bridges the gap between loudspeaker output and user ear reception. By measuring what the user actually hears through the calibration signal, the system can calculate compensatory adjustments to achieve localization accuracy comparable to headphones, but through loudspeakers.

Inventive Principle:
Principle #24Intermediary (Mediator)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach enhances the 3D audio experience by dynamically adjusting audio output based on the user's position, eliminating the need for a fixed sweet spot and improving localization, even when users move, by using audio signals to monitor and compensate for changing user locations.

Implementation Method 1

outputting a calibration signal with the loudspeakers on a continual basis during use of the video gaming system, the calibration signal comprising an audio signal

Methodology Applied
Scientific EffectSound wave propagation: Sound

Data Source

PatentEP4458440A13D audio adjustment in a video gaming system
Publication Date: 2024.11.06 SONY COMP ENTERTAINMENT EURO LTD
  • EP4458440A1 patent drawingFigure 1A~1B
  • EP4458440A1 patent drawingFigure 2
  • EP4458440A1 patent drawingFigure 3

AI summary

A method of adjusting an in-game audio output of a video gaming system, where the video gaming system comprises loudspeakers for outputting the in-game audio output and a user device comprising a microphone, the method comprising: outputting a calibration signal with the loudspeakers on a continual basis during use of the video gaming system, the calibration signal comprising an audio signal; receiving the calibration signal with the microphone of the user device and repeatedly determining the location of the user device relative to the loudspeakers based on the received calibration signal to monitor a varying location of the user during use of the video gaming system; repeatedly adjusting the in-game audio output based on the determined location of the user device during use of the video gaming system.