Dynamic Gaming Music Generation via User Preference Adaptation

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Solution Overview

Problem

Existing electronic games lack personalization in music and audio, with users unable to modify music or audio beyond volume control, and there is a need to format game elements for different markets while identifying features that enhance user experience.

Innovation Solution

A system and method for generating user preference customized gaming music, which detects user preferences, determines the game state, and generates dynamic gaming music based on these preferences and state, incorporating musical motifs selected according to user preferences and game state.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If pre-recorded music loops are used in games, then music can be played to accompany video components, but users cannot personalize or modify music beyond volume control

Engineering Contradiction:
Improvemusic personalizationVSAvoidmusic generation system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic music generation where the system adapts music parameters in real-time based on user preferences and game state. The music generator dynamically adjusts characteristics such as tempo, instrumentation, and musical motifs to match current gaming conditions, transforming static pre-recorded loops into living, evolving compositions that respond to user interaction and gameplay requirements.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes musical parameters dynamically by modifying characteristics like tempo, key, instrumentation, and rhythmic patterns based on detected user preferences and game state. This allows the same base music to be transformed into different variations that suit different gaming moments and user tastes without requiring separate pre-recorded tracks for each scenario.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If multiple music recordings are generated during development, then more music options are available, but the system becomes more complex and data storage requirements increase

Engineering Contradiction:
Improvemusic varietyVSAvoiddata storage requirement
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

Instead of storing complete music recordings, the system segments music into fundamental building blocks such as musical motifs, rhythmic patterns, and instrumentation layers. These segmented elements can be recombined and rearranged to generate unlimited music variations from a small set of core components, dramatically reducing storage requirements while maintaining music diversity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A single universal music generation system handles multiple music styles and game scenarios by using a common set of musical building blocks and parameters. The same core system generates different music for various gaming contexts through parameter adjustment rather than requiring separate dedicated systems for each music type, reducing overall data storage needs.

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

3Adaptability or versatility

If games are developed for additional markets and regions, then more gaming audiences are served, but development costs and data requirements increase

Engineering Contradiction:
Improvemarket coverageVSAvoiddevelopment complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system adapts music to different markets and regions by modifying parameters such as musical style, tempo, instrumentation, and cultural motifs based on detected user location and preferences. This allows a single game to be customized for different global audiences without requiring separate versions, reducing development complexity and costs while maintaining local relevance.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The music system dynamically adapts to different gaming markets in real-time based on user preferences and regional settings, allowing the same game to automatically adjust its musical content for different cultures and regions. This dynamic adaptation eliminates the need for manual creation of region-specific music versions, reducing development complexity.

Inventive Principle:
Principle #15Dynamics

4Ease of operation

If users can control music volume independently, then music personalization is improved, but sound effects and other audio output may be muted

Engineering Contradiction:
Improveaudio controlVSAvoidaudio interference
Core Design Contradiction:
Ease of operationVSObject-generated harmful factors

Solution Approach 1:

The audio system segments different audio outputs into distinct channels: music, sound effects, and other audio elements. This segmentation allows independent control of each channel's volume and characteristics, enabling users to adjust music levels without affecting sound effects or other critical audio outputs, eliminating audio interference while maintaining personalization.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12318691B2User preference customized generation of gaming music
Publication Date: 2025.06.03 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12318691B2 patent drawing
  • US12318691B2 patent drawing
  • US12318691B2 patent drawing

AI summary

System, process and device configurations are provided for user preference customized generation of gaming music. A method can include detecting at least one user preference for gaming music, determining a game state, and generating gaming music based on the at least one user preference and the game state. Customization of audio and gaming music can have a large impact on a gaming experience. Musical preferences may be collected for users to generate dynamic music and to improve gaming system ability to generate a customized experience. Musical preferences can include one or more of genres, specific song titles, indications of preferred types of music, music identified for certain gaming activities, user feedback, and country of origin. Music may be generated based on emotional cues of a game scene. Music may be controlled to be more prominent or less obtrusive to a game state.