Proximity-Based Audio Mixing to Reduce VR/AR Interference
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Solution Overview
Problem
Existing VR/AR applications face challenges in providing an optimal audio experience due to interference between local environment sounds and rendered audio, especially in social VR/AR scenarios where multiple users are in the same location, leading to degraded user experience and increased computational complexity.
Innovation Solution
An audio apparatus and distribution system that utilizes proximity data to generate an audio mix for each user, attenuating audio components based on the physical proximity of users, reducing interference by adjusting audio levels according to real-world acoustic relationships.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If audio components from multiple remote clients are transmitted to all users in social VR/AR scenarios, then complete audio coverage is achieved, but interference between local environment sounds and rendered audio increases
Solution Approach 1:
The patent applies local quality by making the audio mix customized for each user based on their specific location and proximity to other users. Each user receives a unique audio composition where audio components from nearby users are attenuated, while distant users' audio is maintained at full level. This resolves the contradiction by providing complete audio coverage globally while locally reducing interference for each individual user.
Solution Approach 2:
The patent changes the audio parameter (volume level) dynamically based on proximity data. Audio components are attenuated by adjusting their gain parameters according to the physical distance between users. This allows the system to maintain complete audio coverage while reducing interference by selectively lowering the volume of nearby audio sources that would otherwise conflict with local environment sounds.
2Object-affected harmful factors
If proximity-based audio attenuation is implemented for each user, then audio interference is reduced, but computational complexity increases
Solution Approach 1:
The patent applies preliminary action by pre-calculating proximity relationships and determining the appropriate attenuation levels for each audio component before generating the final audio mix. The system receives proximity data indicating physical distances between users and pre-determines which audio components need attenuation and by how much. This reduces computational complexity during real-time audio rendering by avoiding complex calculations at playback time.
3Measurement precision
If proximity data is used to customize audio mixes for each user, then audio perception quality is enhanced, but system complexity increases
Solution Approach 1:
The patent introduces proximity data as an intermediary element that mediates between the physical spatial relationships of users and the audio rendering process. This proximity information serves as a simple input parameter that guides the audio attenuation process without requiring complex spatial audio processing. The intermediary proximity data enables enhanced audio perception accuracy by providing explicit spatial relationship information while keeping the system relatively simple through straightforward data-driven audio component attenuation.
Data Source
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AI summary
A distribution system comprises an audio server (101) for receiving incoming audio from remote clients (103) and for transmitting audio derived from the incoming audio to the remote clients (103). An audio apparatus comprises an audio a receiver (401) which receives data comprising: audio data for a plurality of audio components representing audio from a remote client of the plurality of remote clients; and proximity data for at least one of the audio components. The proximity data is indicative of proximity between remote clients. A generator (403) of the apparatus generates an audio mix from the audio components in response to the proximity data. For example, an audio component indicated to be proximal to a remote client may be excluded from an audio mix for that remote client.