Game Streaming Spatial Audio Adaptation

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Solution Overview

Problem

Existing audio streaming technologies are limited in their ability to adapt to diverse audio equipment and spatialization technologies, often failing to provide optimal spatial audio experiences when content is streamed from one device to another with different capabilities.

Innovation Solution

The generation and streaming of sound-field data independent of speaker configuration or spatialization technology, allowing recipients to utilize the best available spatialization technologies, with the audio platform module converting and transcoding audio data to match local and remote device capabilities.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If audio is generated in a format directly compatible with the player's headphones (e.g., two-channel audio), then the player's local audio experience is optimized, but the streamed content cannot utilize better spatialization technologies available at remote devices

Engineering Contradiction:
Improveadaptability to diverse audio equipmentVSAvoidaudio data processing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the audio processing into two distinct stages: (1) sound-field data generation at the source device using bank coefficients and monaural sources, and (2) format conversion at the remote device based on available spatialization technologies. This segmentation allows the source to generate universal sound-field data while enabling remote devices to optimize for their specific hardware capabilities.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces sound-field data as an intermediary representation that bridges the source device and various remote audio reproduction systems. This intermediary format contains embedded directional information that can be transcoded to multiple spatialization formats (DOLBY ATMOS, DTS:X, etc.), acting as a universal adapter between different audio ecosystems.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If sound-field data is generated independently of speaker configuration, then the audio can be streamed to diverse devices with different spatialization capabilities, but the processing required to convert to device-specific formats increases complexity

Engineering Contradiction:
Improvecompatibility across different spatialization technologiesVSAvoidtranscoding processing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-calculating and embedding bank coefficients and directional information into the sound-field data at the source device. This preliminary processing establishes a robust foundation that enables efficient format conversion at the remote device, as the essential spatial information is already encoded and ready for transcoding to various spatialization formats.

Inventive Principle:
Principle #10Preliminary action

3Manufacturing precision

If the game engine generates audio data optimized for the player's local device, then local audio quality is maximized, but the streamed content loses the opportunity to utilize superior spatialization technologies at the recipient's device

Engineering Contradiction:
Improveaudio data precisionVSAvoidspatialization technology utilization
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the audio format adaptive rather than static. The sound-field data maintains precise spatial information from the source while enabling dynamic format conversion at the remote device based on available spatialization technologies. This allows the audio to be precisely generated at the source and then dynamically adapted to utilize superior technologies at the destination.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10667074B2Game streaming with spatial audio
Publication Date: 2020.05.26 MICROSOFT TECHNOLOGY LICENSING LLC
  • US10667074B2 patent drawing
  • US10667074B2 patent drawing
  • US10667074B2 patent drawing

AI summary

A game engine may generate video and audio content on a per-frame basis. Audio data corresponding to a current frame may be generated to comprise sound-field information independent of a speaker configuration or spatialization technology that may be used to play the associated audio. The sound-field may be generated based on monaural audio data corresponding to a sound produced by an in-game object at the object's position as of the current frame. The sound-field information may be transmitted to a remote computing device for reproduction using a selected, available speaker configuration and spatialization technology.