Game Sound Effect Generation Using Modular Unit Templates
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Solution Overview
Problem
Conventional game sound effects become monotonous and lead to music fatigue for players, as they are often developed and played repeatedly for each in-game scenario, lacking diversity and requiring separate creation for each scene.
Innovation Solution
A method and device for generating sound effects by identifying scene elements and associating them with sound effect units using a predefined matching strategy, allowing for the creation of a composite sound effect for each scene based on user feedback and dynamic scene determination, reducing the need for separate development of sound effects for each scenario.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If sound effects are developed separately for each in-game scenario, then the sound effects can be customized for specific scenes, but the development time and complexity increase significantly
Solution Approach 1:
The patent segments sound effects into reusable 'sound effect units' that can be independently selected and combined. Instead of creating complete sound effects for each scene, the system divides sound effects into modular units (e.g., ambient sounds, effect sounds, character sounds) that can be assembled through templates, thereby reducing development complexity while maintaining customization capability.
Solution Approach 2:
The patent creates universal sound effect units that can be applied across multiple different scenes and templates. A single sound effect unit (e.g., a weapon swing sound) can be reused in various combat templates, different game modes, and multiple scenes, eliminating the need to develop separate sound effects for each scenario while still allowing scene-specific customization through template selection.
2Productivity
If the same sound effects are played repeatedly for in-game scenes, then development resources are saved, but the player experience deteriorates due to music fatigue
Solution Approach 1:
The patent introduces dynamic sound effect generation through templates that can adapt to different game contexts. Instead of playing fixed sound effects repeatedly, the system uses templates that dynamically select and combine sound effect units based on game state, scene type, and player actions. This allows the same template to produce varied sound combinations across different scenes, maintaining player engagement while streamlining development through template reuse.
Solution Approach 2:
The patent changes parameters of sound effect units dynamically through template selection. Different templates apply different parameters (e.g., volume, pitch, timing, combination of units) to the same underlying sound effect units based on the scene context. This allows the system to maintain high development efficiency by reusing sound effect units while providing varied player experiences through parameter adjustments controlled by template selection.
3Adaptability or versatility
If multiple sound effect units are combined to create composite sound effects, then sound effect diversity improves, but the processing time and computational resources increase
Solution Approach 1:
The patent performs preliminary organization of sound effect units into pre-defined templates during the development phase. Templates pre-establish the structure, combination rules, and parameter settings for composite sound effects. During runtime, the system only needs to select and instantiate the appropriate template rather than dynamically assembling sound effect units from scratch, significantly reducing processing time while maintaining the ability to create diverse composite sound effects through template selection.
4Adaptability or versatility
If user feedback is integrated into sound effect selection, then the sound effects better match user preferences, but the system complexity and feedback processing requirements increase
Solution Approach 1:
The patent implements a feedback mechanism where user preferences (e.g., favorite sound effects, volume settings, preferred styles) are collected and stored. The template selection process incorporates this feedback by prioritizing or automatically selecting templates that align with user preferences. This allows the system to adapt to individual users without requiring complex real-time analysis, as the feedback is processed beforehand to inform template selection decisions.
Data Source
AI summary
An electronic device identifies a plurality of scene elements within a plurality of sample game scenes within a game and a plurality of sound effect units within a plurality of audio files existing in the game and generates a scene element library containing one or more of the plurality of sound effect units in association with each of a plurality of scene elements in accordance with a predefined matching strategy, the scene element library including a list of possible scene elements for constructing game scenes. After obtaining a scene element template for a respective scene in the game, the electronic device also selects one or more corresponding sound effect units for each of the one or more constituent scene elements in the scene element template for the respective scene. The electronic device further generates a composite sound effect for the respective scene using the selected sound effect units.


