Game Audio Frequency Shaping for Realistic Sound Cues
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Solution Overview
Problem
Conventional techniques for enhancing gamer experience in electronic games fail to provide a realistic gameplay experience through audio enhancements, as they do not effectively accentuate low and high frequency audio signals relative to mid frequency signals.
Innovation Solution
A sound processing apparatus and method that processes audio data by accentuating low and high frequency range audio signals relative to mid frequency signals, using a control scheme to activate processing based on game titles or manual/voice activation, and includes a database to generate control signals for specific game titles.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If audio effects such as soundtracks and background music are incorporated during game play, then entertainment during game play is provided, but a realistic game play experience is not achieved
Solution Approach 1:
The audio spectrum is segmented into three distinct frequency ranges (low, mid, high) with different processing applied to each. This segmentation allows background music and voice audio (mid frequencies) to be attenuated while action audio cues (low and high frequencies) are accentuated, achieving both entertainment and realism simultaneously.
2Reliability
If conventional audio processing is used, then general audio output is maintained, but audio cues like footsteps and explosions are not accentuated
Solution Approach 1:
Different quality processing is applied to different frequency bands. Low frequency range audio signals (e.g., explosions, footsteps) and high frequency range audio signals (e.g., weapon sounds) are accentuated, while mid frequency range audio signals (e.g., voice audio, background music) are attenuated. This local quality enhancement ensures important audio cues are not lost while maintaining overall audio output stability.
3Adaptability or versatility
If frequency-based audio processing is applied, then audio immersion is improved, but device complexity increases
Solution Approach 1:
The system changes the parameter of frequency response characteristics by applying different gain adjustments to different frequency ranges. This parameter change approach achieves enhanced audio immersion through simple amplification and attenuation operations rather than complex processing algorithms, thereby improving immersion while minimizing device complexity.
Data Source
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AI summary
A system, a sound processing method and a sound processing apparatus suitable for enhancing gamer experience for electronic games. The sound processing apparatus can communicate with a terminal suitable for playing an electronic game. The electronic game can be associated with audio data which can be communicated from the terminal to the sound processing apparatus. The sound processing apparatus includes a receive module for receiving the audio data and a processing module coupled to the receive module. The audio data can include low frequency range audio signals, mid frequency range audio signals and high frequency range audio signals. The audio data can be communicated from the receive module to the processing module. The processing module can be configured to process the audio data in a manner such that at least one of the low frequency range audio signals and the high frequency range audio signals are accentuated relative to the mid frequency range audio signals.