Peer-to-Peer Audio Chat System with Distributed Mixing

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Solution Overview

Problem

Traditional Internet-based audio chat systems for educational purposes face challenges such as high resource requirements at the central server, potential bottlenecks, and latency issues, which affect the learning experience by introducing delays that can make interactions seem unnatural.

Innovation Solution

A distributed peer-to-peer architecture is implemented, where newly joining users connect to existing peers, optimizing bandwidth and managing audio latency through dynamic peer connectivity adjustments, and software-based audio mixing is performed at each node to reduce network bandwidth, allowing for scalable and efficient multiuser audio chat sessions with minimized latency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a central server merges and distributes audio streams for all participants, then the system can be centrally managed, but the server resource requirements increase proportionally to the number of participants

Engineering Contradiction:
Improvecentral managementVSAvoidserver resource requirements
Core Design Contradiction:
Ease of operationVSPower

Solution Approach 1:

The patent divides the audio mixing function into multiple segments distributed across peer nodes. Instead of one central server performing all mixing, each peer node performs local mixing for its subset of participants, reducing the computational burden on any single server while maintaining centralized management capabilities through the rendezvous server.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent extracts the audio mixing function from the central server and distributes it to peer nodes. The rendezvous server no longer needs to perform all mixing operations, but rather coordinates and manages the distributed mixing process, separating the mixing function from centralized control.

Inventive Principle:
Principle #2Taking out (Extraction)

2Device complexity

If a central server merges all incoming audio streams, then audio mixing is simplified, but the server becomes a single point of failure and bottleneck

Engineering Contradiction:
Improveaudio mixing simplicityVSAvoidsystem reliability
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent segments the audio mixing function across multiple peer nodes in the network. Each peer node performs mixing for its local participants, creating multiple parallel mixing paths. This eliminates the single point of failure at the central server while maintaining relatively simple mixing operations at each node.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements local audio mixing at each peer node, where each node performs mixing appropriate to its local context and participants. This allows each node to operate independently with simple mixing operations, while the overall system achieves reliable distributed audio conferencing without dependence on a single central server.

Inventive Principle:
Principle #3Local quality

3Quantity of substance

If audio streams are transmitted directly to all participants, then bandwidth is consumed, but latency increases based on distance from the server

Engineering Contradiction:
Improvebandwidth consumptionVSAvoidaudio latency
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

The patent segments the audio distribution into local segments at each peer node. Instead of all audio streams traveling to a central server and then to all participants, each peer node receives and processes only the audio streams relevant to its local participants, reducing both bandwidth consumption and transmission distance, thereby reducing latency.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a hierarchical dimension to audio distribution where audio flows from speakers to intermediate peer nodes and then to listeners. This multi-level distribution architecture reduces the effective transmission distance and bandwidth requirements compared to a flat star topology where all traffic passes through a central server.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

4Adaptability or versatility

If the system accommodates a large number of participants, then the chat room becomes more useful, but the number of active connections and resources required increases

Engineering Contradiction:
Improveparticipant capacityVSAvoidnumber of active connections
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the participant list and audio streams into local groups at each peer node. Each node manages only its local participants and audio streams, so the complexity at any single node does not scale with the total number of participants. The system can accommodate large numbers of participants by distributing the connection management across many nodes.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent makes each peer node a universal participant that can both receive and forward audio streams to other nodes. This multi-functional capability allows nodes to serve multiple purposes (speaker, listener, relay), enabling the system to scale to large numbers of participants without proportionally increasing the complexity of individual node connections.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS7577110B2Audio chat system based on peer-to-peer architecture
Publication Date: 2009.08.18 UNIV OF SOUTHERN CALIFORNIA
  • US7577110B2 patent drawing
  • US7577110B2 patent drawing
  • US7577110B2 patent drawing

AI summary

A peer to peer audio communication screen in system with adaptive bandwidth control. The peer-to-peer system can be used, for example, in classroom applications. More interactive peers are moved to a position where they will receive lower latency from the peer-to-peer system. This may be done by maintaining a score indicative of the amount of interactivity, and then using that score to move a peer either close to the source of audio packets, e.g., the core or further from that source.