Distributed EGM Audio Streaming for Clear Floorwide Announcements
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Solution Overview
Problem
Current gaming systems face challenges in providing efficient, networked audio communications to electronic gaming machines (EGMs) due to security protocols, gaming laws, and architectural restrictions, leading to unclear audio messages and interference with in-game sounds.
Innovation Solution
Implementing a distributed speaker system within EGMs for ad hoc and push-to-talk real-time communication, allowing EGMs to receive and broadcast streamed audio data via a communication network, dynamically adjusting volume levels to prioritize announcements over in-game sounds.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If a distributed speaker system is implemented within EGMs for real-time communication, then audio communication clarity and targeting are improved, but device complexity increases
Solution Approach 1:
The audio communication system is segmented into multiple distributed speaker units, each located at different EGM positions. Each speaker unit operates independently to provide localized audio output, improving clarity by eliminating audio mixing issues while maintaining manageable system complexity through modular deployment
Solution Approach 2:
A central controller acts as an intermediary between the audio source and distributed speaker units. The controller manages audio signal distribution, timing synchronization, and volume coordination across multiple speakers, thereby improving overall system coordination without requiring complex peer-to-peer communication between speakers
2Area of stationary object
If broadcast audio is played through remote devices, then coverage area is improved, but audio clarity deteriorates due to distance from patrons
Solution Approach 1:
Each EGM location is equipped with its own speaker unit, providing localized audio output directly at the patron's position. This ensures high audio clarity at each specific location while collectively achieving broad coverage across the entire gaming floor through the distributed network of speakers
Solution Approach 2:
The system transitions from a single centralized broadcast location to a multi-dimensional distributed network of speakers across various EGM positions. This spatial distribution across multiple dimensions enables both wide coverage area and high local audio clarity simultaneously
3Reliability
If broadcast communication devices are remotely located from EGMs, then system security is improved, but audio communication effectiveness deteriorates
Solution Approach 1:
The central controller serves as a secure intermediary that manages all audio communications between the centralized system and distributed EGM speakers. This maintains security by keeping the centralized control architecture while enabling effective local audio output through the mediator's coordination
Solution Approach 2:
The system replaces physical proximity requirements with electronic communication infrastructure. Audio signals are transmitted electronically through the network to distributed speakers, eliminating the need for physically secure locations while maintaining both security and communication effectiveness
4Productivity
If broadcast audio is played simultaneously with in-game sounds, then information delivery is improved, but audio interference increases
Solution Approach 1:
The system dynamically adjusts audio parameters including volume levels and timing of broadcast messages across distributed speakers. By controlling the timing and intensity of audio outputs, the system delivers information effectively while minimizing interference with in-game sounds through real-time parameter modulation
Solution Approach 2:
Broadcast audio messages are delivered in periodic intervals rather than continuously, allowing in-game sounds to play during non-broadcast periods. This periodic delivery pattern ensures information is communicated effectively while reducing overall audio interference by creating temporal separation between broadcast and game audio
Data Source
AI summary
Technology for ad hoc distributed real-time communication for electronic gaming machines (EGMs) in a gaming system is disclosed. An EGM receives, via a communication network, a streamed audio data having at least one audio file from a broadcast device that was transmitted to the broadcast device as an audio signal. The EGM processes the streamed audio data to enable speakers on the EGM to broadcast the streamed audio data. The EGM broadcasts the streamed audio data using speakers on the EGM. The speakers on the EGMs are part of a distributed speaker system associated with the broadcast device in the gaming system. The EGM dynamically adjusts a volume of a plurality of audio sounds associated with a wagering game funded via the payment accepter on the EGM during the broadcasting of the streamed audio data.


