Dynamic Sound Engine for Video Games

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Solution Overview

Problem

Video game music often becomes repetitive due to looping issues caused by variable player interactions, leading to an annoying experience for players as the music cannot be precisely composed to match the dynamic events in the game.

Innovation Solution

A sound engine that generates output signals from multiple track versions, allowing for dynamic music composition by varying the combination of tracks played, with features like smart fades, crossfades, and reverb to create a seamless transition, simulating a live orchestra experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If music is composed specifically for video game events like motion pictures, then the music can precisely match the events, but the music becomes repetitive due to looping when player actions vary in time

Engineering Contradiction:
Improvemusic composition precisionVSAvoidmusic adaptability to variable player actions
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The music composition is divided into multiple separate tracks (e.g., melody track, harmony track, rhythm track) that can be independently selected and combined. Each track contains multiple track versions that can be varied independently, allowing the music to adapt to different gameplay scenarios without repeating the same loop structure.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The sound engine dynamically selects and combines different track versions based on gameplay state, creating variations in the music composition in real-time. This dynamic recombination allows the music to respond to variable player actions and timing without becoming repetitive, as the same base composition can be rendered in multiple ways.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If music plays in loops to accommodate variable player timing, then the music can adapt to different action durations, but the repetition becomes annoying to players

Engineering Contradiction:
Improvemusic adaptability to variable timingVSAvoidplayer annoyance from repetition
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system dynamically recombines track versions during playback based on detected gameplay events and timing variations. When a player performs actions at different speeds or takes different amounts of time, the sound engine selects appropriate track versions and combines them to create a unique music rendition, preventing the same loop from repeating and reducing player annoyance.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The sound engine changes parameters such as track selection, volume levels, and panning positions to create variations in the music playback. By modifying these parameters dynamically based on player actions, the system maintains adaptability to variable timing while presenting continuously varying music that does not become repetitive or annoying.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If multiple track versions are used to create music variations, then the music becomes non-repetitive and engaging, but the device complexity increases

Engineering Contradiction:
Improvemusic variation capabilityVSAvoidsound engine complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The music system is segmented into independent tracks with multiple versions each, allowing the sound engine to create variations by selecting and combining tracks rather than managing one complex composition. This segmentation reduces the overall complexity by breaking down the variation problem into smaller, manageable track selection decisions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The sound engine is designed with multi-functional capabilities to handle track selection, version management, crossfading, and spatial panning within a single integrated system. This universal approach consolidates multiple functions into one device, managing complexity through unified control rather than separate systems for each function.

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

Data Source

PatentUS10688393B2Sound engine for video games
Publication Date: 2020.06.23 LINUS BLOMBERG
  • US10688393B2 patent drawing
  • US10688393B2 patent drawing
  • US10688393B2 patent drawing

AI summary

The present invention relates to a sound engine for use in a video game, said sound engine being arranged to, in use, generating an output signal representing a first music composition for being played back by means of sound reproducing means, characterized in, said sound engine including means for generating said output signal from at least two tracks arranged to be played together as a music composition, each of said at least two tracks comprising at least two track versions, said track versions being selectable for being played when said track is included in said first music composition. The invention also relates to a video game, a video game device and a music composer tool.