Game Sound Control Merging Multiple Audio Sources

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Solution Overview

Problem

Existing game technologies face challenges in efficiently managing sound sources in 3D virtual environments, leading to reduced sound quality and increased processing load, as they struggle to handle multiple sound sources simultaneously without compromising liveliness or causing unnatural sound experiences.

Innovation Solution

A game sound control method and apparatus that uses a game sound control program to compute sound volume data, divide sound volume components, classify sound objects, and output sounds based on maximum sound volume components, allowing multiple sound objects to be represented by a single sound source, thereby reducing the number of sound sources needed and enhancing sound efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If multiple sound sources are used to produce sounds from multiple sound generating objects, then sound quality and liveliness are improved, but processing load and device complexity increase

Engineering Contradiction:
Improvesound qualityVSAvoidprocessing load
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent combines multiple sound sources into a single sound source by selecting one sound generating object to represent multiple objects. This is achieved by comparing positional relationships between the player character and multiple sound generating objects, then designating one object (typically the closest or most relevant) to produce sounds for all selected objects. This merging approach maintains sound quality while significantly reducing processing load and device complexity.

Inventive Principle:
Principle #5Merging (Combining)

2Device complexity

If the number of sound sources is reduced to decrease processing load, then device complexity is reduced, but sound quality and naturalness deteriorate

Engineering Contradiction:
Improveprocessing loadVSAvoidsound quality
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent applies local quality by making the sound source selection dependent on the specific positional relationship between the player character and sound generating objects. Different objects are selected as sound sources based on their local spatial context - for example, the closest object or the object in a specific directional relationship to the player. This ensures that sound quality is maintained in each local context while still reducing the overall number of active sound sources.

Inventive Principle:
Principle #3Local quality

3Productivity

If distance-based priority scheme is used to reduce sound sources, then processing load is reduced, but ambient sound quality and game liveliness are lost

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidambient sound quality
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent changes the selection parameter from simple distance-based priority to a more sophisticated criterion that considers the positional relationship between the player character and sound generating objects. Instead of always selecting the closest object, the system selects objects based on their spatial relationship to the player, such as being in front, behind, left, or right of the player. This parameter change allows ambient sounds to be preserved while still reducing the number of active sound sources to improve processing efficiency.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS7338373B2Method and apparatus for generating sounds in a video game
Publication Date: 2008.03.04 NINTENDO CO LTD
  • US7338373B2 patent drawing
  • US7338373B2 patent drawing
  • US7338373B2 patent drawing

AI summary

A video game apparatus includes a CPU that generates a game screen that depicts player character movement while a game is being played. In addition, the CPU controls the production of sounds that seem to eminate from one or more sound objects displayed on the game screen. When a plurality of the sound objects of the same kind exist on the game screen, the CPU computes sound volume data of the sounds produced by the respective sound objects and divides the computed sound volume data into components of right sound volume data, left sound volume data, and surround sound volume data. Using respective sound components from all the displayed sound objects, the maximum components are extracted and localization data and sound volume data are computed. Based on the computed localization data and sound volume data, the composite sound of a sound object is output.