Game Audio Volume Adjustment by Sound Category Recognition
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Solution Overview
Problem
Existing video game systems fail to automatically adjust volume levels based on specific sound categories, which can impact player experience and reaction time, especially in games like first-person shooters where sound identification is crucial.
Innovation Solution
An electronic device with an audio recognition module and an audio adjustment module that recognizes predetermined sound categories in audio data and adjusts the volume accordingly, using a selected algorithm to ensure real-time performance and prevent poor user experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If automatic volume adjustment based on sound categories is implemented, then sound recognition accuracy and player reaction time are improved, but device complexity increases
Solution Approach 1:
The audio spectrum is segmented into multiple frequency bands (e.g., low-frequency band for explosions, mid-frequency band for gunfire, high-frequency band for footsteps). The volume adjustment is performed separately for each frequency band based on its corresponding sound category, rather than adjusting all audio uniformly. This segmentation enables precise control of different sound types while maintaining manageable system complexity through modular processing.
Solution Approach 2:
Sound categories and their corresponding volume gain parameters are pre-configured and stored in the system. When audio data is processed, the system quickly matches the detected sound frequency against these pre-established categories to determine the appropriate volume adjustment, avoiding complex real-time analysis and reducing computational overhead.
2Measurement precision
If volume gain is adjusted for all sound categories, then important sounds become more audible, but sudden amplification causes poor user experience
Solution Approach 1:
The volume gain for each sound category is adjusted dynamically based on the current audio context and the relative importance of the detected sound. The system continuously monitors audio data and adapts volume levels in real-time, allowing important sounds to be amplified while preventing excessive or sudden amplification that would degrade user experience. This dynamic adjustment ensures optimal audibility without causing discomfort.
3Speed
If real-time audio processing is performed, then player reaction time is improved, but computational load and energy consumption increase
Solution Approach 1:
The audio processing is segmented into multiple frequency bands, each processed independently with simplified algorithms optimized for that specific range. This division reduces the computational complexity of real-time analysis compared to processing the entire audio spectrum uniformly, thereby lowering energy consumption while maintaining fast response times for detecting critical sounds in each band.
Solution Approach 2:
Different processing strategies and volume gain parameters are applied to different frequency bands based on their specific characteristics and importance. Critical low-frequency sounds like explosions receive dedicated processing resources and higher priority, while less critical frequencies use simpler processing. This localized optimization improves reaction time for important events without uniformly increasing energy consumption across all audio processing.
Data Source
AI summary
An automatic adjustment method includes: recognizing whether one of a plurality of predetermined sound categories is included in audio data of current game; when one of the predetermined sound categories is included in the audio data, determining volume gain based on the predetermined sound category included in the audio data; and adjusting the volume of the audio data according to the volume gain.


