Handheld Game Audio Streaming via Wireless Format Conversion
Find Innovative SolutionsGenerate Solutions
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
Engineering 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
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.
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.
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
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.
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.
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
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.
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.
Data Source
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.


