Dynamic Reverb Architecture for Game Audio Rendering

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Solution Overview

Problem

Conventional audio playback architectures in video games face inaccuracies in rendering audio and reverb for dynamic sound environments and fail to account for varying hardware or software performance capabilities, leading to inadequate quality and scalability.

Innovation Solution

A flexible reverb architecture that uses raycasts to determine sound source and listener reverb metrics, selecting discrete reverbs based on acoustic parameters to simulate real-life auditory environments, improving audio rendering by crossfading between reverbs and adjusting to different game platforms.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If conventional audio playback architectures use a limited number of sound models and reverb models, then device complexity is reduced, but audio rendering accuracy deteriorates when players move between multiple spaces or sound environments

Engineering Contradiction:
Improveaudio rendering accuracyVSAvoidnumber of sound models and reverb models
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent implements dynamic selection of reverb models based on the player's current position and the acoustic characteristics of the environment. Instead of using a fixed limited set of reverb models, the system dynamically determines which reverb model to apply by evaluating spatial parameters and acoustic properties in real-time, thereby maintaining audio rendering accuracy across multiple spaces without proportionally increasing the number of stored reverb models

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes parameters such as reverb time, early decay time, and spatial characteristics based on the player's position and environment type. By adjusting these acoustic parameters dynamically, the system can adapt a limited set of reverb models to represent different sound environments accurately, resolving the contradiction between model quantity and rendering precision

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If conventional audio playback architectures use fixed sound models, then device complexity is reduced, but adaptability to varying hardware or software performance capabilities deteriorates

Engineering Contradiction:
Improveadaptability to hardware performanceVSAvoidaudio playback architecture
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces dynamic adaptability by allowing the audio playback architecture to adjust its behavior based on hardware performance capabilities. The system can dynamically select from multiple reverb models with different computational requirements, enabling it to adapt to varying hardware or software performance capabilities while maintaining audio quality within available resources

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes operational parameters such as the number of reverb models loaded, the complexity of real-time calculations, and the level of detail in acoustic simulations based on detected hardware performance. This allows the same audio architecture to function effectively across different game platforms or consoles with varying performance capabilities

Inventive Principle:
Principle #35Parameter changes

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

Enhances the gaming experience with more accurate and scalable audio feedback, improving player spatial awareness and immersion by dynamically adjusting reverberation based on sound environment characteristics and hardware performance.

Implementation Method 1

generating, for each sound source and each listener in a sound environment, a plurality of raycasts indicative of an audio characteristic of the sound environment

Methodology Applied
Scientific EffectRaycasting:

Implementation Method 2

audio and sound tuning for a discrete set of sound environments in a video game rendered by a game platform

Methodology Applied
Scientific EffectReverberation: Reverberation

Data Source

PatentUS12194384B1Live reverb metrics system
Publication Date: 2025.01.14 ELECTRONIC ARTS INC
  • US12194384B1 patent drawing
  • US12194384B1 patent drawing
  • US12194384B1 patent drawing

AI summary

Various aspects of the subject technology relate to systems, methods, and machine-readable media for rendering audio via a game engine for a game. Various aspects may include determining sound source reverb metrics and listener reverb metrics. Aspects may include determining reverbs within a reverb possibility space for all rooms or spaces of the game rendered by the game engine. Aspects may also include determining sound tuning parameters describing reverb attenuation over distance. Aspects may include calculating acoustic parameters based on the reverb metrics, relative positions, and sound tuning parameters. Aspects may include rendering audio according to a fit of determined reverbs to the acoustic parameters.