Handheld Game Audio Streaming via Wireless Format Conversion

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Solution Overview

Problem

Handheld video game devices face delays and memory constraints when transferring large audio data, which hinders timely game play and processing of audio information, especially during multiplayer games that require simultaneous data processing.

Innovation Solution

A method for streaming audio information between handheld devices using wireless communication, where audio streams in different formats are combined and transmitted, allowing for buffering and playback, thereby reducing processing burdens and memory demands.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If large amounts of audio data are transferred from provider device to recipient device prior to game play, then complete audio information is available for game play, but commencement of game play is unduly delayed

Engineering Contradiction:
Improveaudio dataVSAvoidcommencement delay
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

The system performs preliminary actions by establishing wireless communication links and preparing audio streaming capabilities before game play begins. The provider device starts transmitting audio data in real-time during game play rather than requiring complete pre-transfer, allowing game commencement while audio data flows continuously.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces an audio streaming intermediary system where the provider device acts as a real-time audio source, transmitting compressed audio data through wireless communication to the recipient device. This intermediary approach eliminates the need for complete local storage of large audio files while ensuring continuous audio availability during game play.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Quantity of substance

If large quantities of audio data are stored by the recipient handheld device, then complete audio information is available for game play, but memory capacity is unduly taxed or exceeded

Engineering Contradiction:
Improveaudio dataVSAvoidmemory capacity
Core Design Contradiction:
Quantity of substanceVSReliability

Solution Approach 1:

The patent extracts the audio data storage function from the recipient device by implementing a client-server architecture where the provider device serves as the audio source. The recipient device only receives and processes compressed audio streams in real-time, eliminating the need to store large quantities of audio data locally and thus preserving memory capacity.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Instead of storing complete audio files, the system uses real-time audio streaming where the recipient device receives compressed audio copies as needed during game play. This copying approach through wireless transmission allows access to audio information without occupying significant local memory resources.

Inventive Principle:
Principle #26Copying

3Quantity of substance

If the handheld device processes large amounts of audio information simultaneously with game play instructions, then complete audio playback is achieved, but processing timeliness is compromised

Engineering Contradiction:
Improveaudio informationVSAvoidprocessing timeliness
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The patent changes the parameter of audio data by applying compression techniques to reduce the volume of audio information that needs to be processed. The compressed audio streams require significantly less processing power and memory bandwidth, allowing the handheld device to handle audio playback simultaneously with game play instructions without compromising processing timeliness.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system implements periodic audio data transmission and processing in real-time streams during game play. Rather than processing large batches of audio data at once, the device handles audio information in continuous small increments synchronized with game events, maintaining processing timeliness while delivering complete audio playback.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS9384747B2Handheld device wireless music streaming for gameplay
Publication Date: 2016.07.05 ACTIVISION PUBLISHING INC
  • US9384747B2 patent drawing
  • US9384747B2 patent drawing
  • US9384747B2 patent drawing

AI summary

Systems and methods for streaming of audio data of separate streams in at least two different formats. According to aspects of the invention handheld game devices are in wireless communication and a first of the handheld game devices streams audio data during game play to a second of the handheld game devices. The audio data includes audio data from a plurality of streams of audio data. The streams of audio data include streams of audio data in different formats, generally different compressed formats, some of which may be selected based on whether a device includes circuitry specifically configured to decompress audio data in a specific data format.