Player Audio Customization in Networked Games

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Solution Overview

Problem

Existing electronic gaming systems lack effective methods for users to introduce customized player-generated audio, particularly in networked games, due to the need for repeated microphone use, lack of necessary equipment, and limitations in audio input ports, and the inability to create immersive commentary in large game environments.

Innovation Solution

The system allows players to record and modify audio clips, associate them with specific game events, and play them back when those events occur, enabling broadcasting to other players, with features like dialogue generation, sound effects, and music addition.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If users repeatedly speak into the microphone during game play to provide commentary, then player commentary is introduced into the game, but the operation becomes complicated and distracting particularly in difficult game situations

Engineering Contradiction:
Improveease of introducing commentaryVSAvoidcomplexity of repeated microphone use
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system allows players to pre-record audio clips and pre-associate them with specific game events before actual gameplay. When the associated game event occurs during play, the pre-recorded audio is automatically played back, eliminating the need for repeated microphone use during critical game moments while still enabling player commentary.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If users use a headset with microphone for commentary, then audio commentary can be provided during game play, but the user may not have access to necessary equipment or the hardware platform lacks necessary input ports

Engineering Contradiction:
Improveability to provide audio commentaryVSAvoidaccessibility of equipment requirements
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The system records audio clips from various sources (including but not limited to microphones) and stores them as digital copies that can be played back during gameplay. This allows players to use different recording devices or even pre-recorded content, making the system adaptable to various hardware configurations without requiring specific headset equipment.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If single user commentary is used in large arena game environments, then player commentary is provided, but the commentary sounds out of place or small in the context of the overall game environment

Engineering Contradiction:
Improvesuitability of commentary for game environmentVSAvoidimmersion quality of commentary
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system applies various modifications to recorded audio clips including pitch shifting, volume adjustment, and echo effects to adapt the commentary to different game environments. For large arena settings, the audio can be modified with echo and volume adjustments to make it sound more appropriate for the environment, enhancing immersion while maintaining player commentary.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9262890B2Customizing player-generated audio in electronic games
Publication Date: 2016.02.16 SONY INTERACTIVE ENTERTAINMENT LLC
  • US9262890B2 patent drawing
  • US9262890B2 patent drawing
  • US9262890B2 patent drawing

AI summary

Methods and apparatuses for customizing player-generated audio in electronic games are provided. Sound generated by a player may be recorded in an audio clip. A modification is selected by a player, and the modification is applied to the audio clip. The modified audio clip is associated with a game event designated by the player. When the designated game event is detected, the associated audio clip may be played. In some embodiments, playing the modified audio clip includes broadcasting the modified audio clip to another player in a network.