Wireless Gaming Audio Latency Reduction via Priority Segmentation

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Solution Overview

Problem

Current wireless gaming systems experience significant latency in delivering game audio, which is unsatisfactory for timing-critical games, as they introduce around 40 ms delay, affecting user experience and making wireless gaming headsets less popular.

Innovation Solution

The system separates game audio into low-priority background music and high-priority sound effects, processing sound effects as digital commands with minimal delay (10-20 ms) and background music with a slightly higher delay (40 ms), using a wireless gaming headphone with a sound effects database and digital signal processing (DSP) to generate sound effects locally, reducing wireless bandwidth requirements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If game audio is transmitted wirelessly using conventional methods, then wireless connectivity is achieved, but latency increases to around 40 ms

Engineering Contradiction:
Improvewireless connectivityVSAvoidaudio latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent segments game audio into two distinct streams: high-priority audio data (sound effects, dialogue, positional audio) and low-priority audio data (background music, non-critical sounds). This segmentation allows differential processing where high-priority data receives minimal latency treatment (10-20 ms) while low-priority data can tolerate higher latency (40 ms), thereby resolving the contradiction between maintaining wireless connectivity and reducing overall audio latency.

Inventive Principle:
Principle #1Segmentation

2Loss of time

If all game audio is processed and transmitted with minimal delay, then latency is reduced, but wireless bandwidth requirements increase significantly

Engineering Contradiction:
Improveaudio latencyVSAvoidwireless bandwidth
Core Design Contradiction:
Loss of timeVSQuantity of substance

Solution Approach 1:

The patent applies local quality by assigning different processing qualities and transmission priorities to different audio components. High-priority audio data (sound effects, positional audio) is processed with minimal delay and transmitted with higher bandwidth allocation, while low-priority audio data (background music) is processed with standard delay and transmitted with lower bandwidth allocation. This resolves the contradiction by optimizing bandwidth usage according to the actual quality requirements of different audio elements.

Inventive Principle:
Principle #3Local quality

3Quantity of substance

If game audio is compressed to reduce bandwidth, then bandwidth usage decreases, but audio quality deteriorates

Engineering Contradiction:
Improvewireless bandwidthVSAvoidaudio quality
Core Design Contradiction:
Quantity of substanceVSManufacturing precision

Solution Approach 1:

The patent applies partial action by selectively applying compression and processing techniques only to the extent necessary for each audio type. High-priority audio data receives minimal or no compression to preserve quality, while low-priority audio data undergoes more aggressive compression since quality degradation is less noticeable. This resolves the contradiction between bandwidth reduction and quality maintenance by applying compression selectively rather than uniformly.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS9233300B2System to deliver prioritized game audio wirelessly with a minimal latency
Publication Date: 2016.01.12 MICROCHIP TECHNOLOGY INC
  • US9233300B2 patent drawing
  • US9233300B2 patent drawing

AI summary

The disclosure relates to a system to deliver prioritized game audio wirelessly with a minimal latency by processing a low-priority game audio (such as background music) and high-priority game audio (such as sound effects) in a wireless gaming system, resulting in a minimal high-priority audio latency. The disclosure can then be used to transmit high quality positional multichannel audio at a minimal wireless bandwidth.