Game System Sound Data Compression via Frequency Domain Extraction
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Solution Overview
Problem
Current network-based multiplayer games face challenges in efficiently transmitting and processing sound information, leading to increased data load and processing requirements, which can hinder the ability of players to feel the presence of other players across different languages.
Innovation Solution
The game system generates communication data with a smaller data amount by transforming sound information into frequency domain components, selecting and transmitting only necessary data intervals, and using these to create effect images like speech balloons, reducing data transmission and processing loads while allowing players to perceive each other's presence.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If sound information is transmitted directly between players, then communication quality is improved, but data transmission load increases
Solution Approach 1:
The patent extracts only the essential characteristics of sound information (frequency domain components) rather than transmitting the complete sound data. The communication data generation part transforms sound information into frequency domain components and selects only necessary data intervals for transmission, thereby reducing data load while preserving communication quality.
Solution Approach 2:
The patent changes the parameter representation of sound information from time-domain audio data to frequency-domain components. This parameter transformation allows for more efficient data compression and selective transmission of only the most relevant frequency intervals, reducing overall data transmission load.
2Measurement precision
If complete sound information is processed, then communication accuracy is improved, but processing requirements increase
Solution Approach 1:
The patent extracts only the necessary frequency interval data from complete sound information. The communication data generation part selectively transmits only certain frequency intervals rather than processing and transmitting all sound data, reducing processing requirements while maintaining communication accuracy for the selected intervals.
Solution Approach 2:
The patent applies partial action by transmitting only selected frequency intervals rather than complete sound information. This partial transmission approach reduces processing requirements while maintaining sufficient communication accuracy for the essential frequency ranges needed for player presence perception.
Data Source
AI summary
An example system includes a plurality of communication terminal devices each provided with: an environmental information acquisition part acquiring information concerning a surrounding environment; a communication data generating part, on the basis of the acquired environmental information, generating communication data having a smaller data amount than the environmental information; a transmitting part transmitting the generated communication data; a receiving part receiving communication data transmitted by another communication terminal device; an image generating part generating an image on the basis of the received communication data; and a display processing part performing processing of displaying the generated image in a manner of being related to a player participating in the game.


