Multi-Party Audio Processing via Server Mediation

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Solution Overview

Problem

Current live broadcast platforms, such as We Sing Karaoke software, do not support multi-user chorus functionality in live broadcast rooms, limiting interactive audio experiences for users.

Innovation Solution

A method and apparatus for processing multi-party audio, where a virtual space is created to enable communication among clients, allowing multiple users to participate in a chorus by obtaining and playing synchronized audio streams, with features like audio segmentation, real-time data sharing, and scoring systems to enhance user interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multi-user chorus functionality is added to live broadcast rooms, then user interaction and engagement are improved, but system complexity and connection management become more difficult

Engineering Contradiction:
Improvemulti-user chorus functionalityVSAvoidconnection management
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces a server as an intermediary to manage audio connections between multiple clients. The server establishes and maintains audio connections between clients, handling the complexity of multi-party audio routing centrally rather than requiring direct peer-to-peer connections between all clients. This mediator approach enables multi-user chorus functionality while abstracting away the connection management complexity from individual clients.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Manufacturing precision

If real-time audio synchronization is implemented among multiple clients, then audio collaboration quality is improved, but network latency and connection delays increase

Engineering Contradiction:
Improveaudio synchronizationVSAvoidconnection delays
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent establishes audio connections between clients and the server in advance, before actual audio transmission begins. The connection setup phase prepares the audio routing paths, so that when audio transmission starts, the infrastructure is already in place. This preliminary connection establishment reduces delays during actual audio collaboration while maintaining synchronization quality.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If audio connections are established between all clients in the virtual space, then multi-party communication capability is improved, but network bandwidth consumption and system resources increase

Engineering Contradiction:
Improvemulti-party communication capabilityVSAvoidnetwork bandwidth
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent merges multiple individual audio connections into a single centralized audio connection through the server. Instead of establishing separate peer-to-peer connections between all pairs of clients (which would create N*(N-1)/2 connections), the system combines all audio traffic through the server's audio mixing and routing capabilities. This consolidation reduces the total number of connections and optimizes network bandwidth utilization while maintaining full multi-party communication capability.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS11392343B2Method and apparatus for processing multi-party audio, and storage medium
Publication Date: 2022.07.19 BEIJING DAJIA INTERNET INFORMATION TECH CO LTD
  • US11392343B2 patent drawing
  • US11392343B2 patent drawing
  • US11392343B2 patent drawing

AI summary

The disclosure relates to solutions for processing multi-party audio. A first client obtains a piece of music from a virtual space, in which the virtual space is created by the first client and configured to support communication among the first client and at least one second client entering the virtual space, the music includes a first audio. The first client obtains a second audio matching the first audio from at least one client in the virtual space. The first client plays the first audio and the second audio.