Multitrack Audio Container for Game Sound Effect Customization
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Solution Overview
Problem
Game designers and other application developers cannot modify the inner workings of purchased sound effects (SFX) without acquiring new SFX or requesting changes from the supplier, limiting their flexibility in sound management.
Innovation Solution
The provision of a 'multitrack container' that includes a digital audio workstation (DAW) session with various tracks required to create a sound effect, along with underlying information, allowing developers to modify SFX without additional purchases or supplier involvement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If developers purchase pre-made sound effects from suppliers, then they can use the SFX in their applications, but they cannot modify the inner workings of the SFX without purchasing new ones or requesting changes from the supplier
Solution Approach 1:
The sound effect is divided into multiple independent tracks (e.g., percussion track, string track, brass track) within a single audio file. Each track can be independently modified, adjusted, or processed without affecting the other tracks, allowing developers to segment and modify specific sound components as needed.
Solution Approach 2:
The patent introduces track modification information as an intermediary data structure that accompanies the multitrack audio file. This intermediary contains metadata and instructions that enable developers to modify the sound effects without needing to directly manipulate the complex audio waveforms, simplifying the modification process while maintaining flexibility.
2Adaptability or versatility
If developers request modifications from the sound supplier, then they can get customized SFX, but it entails considerable back and forth and delays development
Solution Approach 1:
The sound effect is delivered pre-segmented into multiple tracks with embedded track modification information that enables independent adjustment of each track. This preliminary structuring allows developers to immediately begin customizing the sound effects without needing to wait for supplier modifications, eliminating the back-and-forth communication delay.
Solution Approach 2:
The multitrack container includes all necessary information and tools for developers to independently modify the sound effects themselves without requiring supplier intervention. The embedded track modification information enables self-service customization, allowing developers to make changes directly in their development environment.
3Adaptability or versatility
If developers purchase entirely new sound effects to achieve desired modifications, then they can have customized SFX, but it increases costs and requires additional purchases
Solution Approach 1:
By segmenting the sound effect into multiple independent tracks, developers can modify existing SFX rather than purchasing new ones. The segmented structure allows selective adjustment of individual tracks to achieve desired sound variations, eliminating the need to buy entirely new sound effects for each customization requirement.
Solution Approach 2:
The multitrack container format provides a universal structure that can accommodate various sound effect types and modification requirements within a single purchased asset. This multi-functional design allows one purchased SFX to serve multiple customization needs, reducing the total number of purchases required.
Data Source
AI summary
Computer game sound effects (SFX) are provided to customers in a container that includes not only the audio file (such as a.wav file) of the SFX but also the information underlying the SFX, so that the customer can alter the SFX at run time or offline without having to purchase a new sound or go back to the sound provider to ask them to make the desired changes.


