Spatial Audio Multicast Server for Multiplayer Network Load Reduction
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Solution Overview
Problem
Current spatial audio transmission in multiplayer real-time content is inefficient due to high network load and processor load, especially in mobile devices, as each player's audio data needs to be mixed and transmitted to all other players, requiring significant computation and data transmission.
Innovation Solution
A spatial audio transmitting apparatus and method using multicast, where servers in a multicast group share and mix spatial audio data based on player information received from client terminals, reducing redundant data transmission by using multicast for player information sharing and unicast for mixed audio transmission to client terminals.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If each player transmits audio data to all other players directly, then spatial audio quality is maintained, but network load increases in proportion to the square of the number of players
Solution Approach 1:
The patent introduces a server as an intermediary to receive audio data from all players and redistribute it to other players. Instead of direct peer-to-peer transmission (N(N-1) connections), the server acts as a central hub that consolidates audio streams and delivers them efficiently to multiple clients, reducing network load while maintaining spatial audio quality through proper mixing and distribution.
2Measurement precision
If audio data is mixed on the player device, then spatial audio positioning is accurate, but processor load and battery usage increase significantly
Solution Approach 1:
The server acts as an intermediary that performs the computationally intensive audio mixing and spatial positioning calculations. Instead of requiring each mobile device to process multiple audio channels locally, the server handles the mixing of N player audio streams into appropriate spatial configurations for each client, significantly reducing the processor load and battery consumption on client devices while maintaining accurate spatial audio positioning.
3Device complexity
If one audio streaming server mixes audio data for all players, then network transmission is simplified, but computation capacity is insufficient for large numbers of players
Solution Approach 1:
The patent divides the audio mixing computation into segments handled by different servers in a distributed architecture. Instead of requiring one server to handle all N players simultaneously, the system segments the player group and assigns different subsets of players to different servers for mixing. This distributes the computational load across multiple servers, each handling a manageable subset of audio streams, thereby scaling the system's productivity to support larger numbers of players.
4Use of energy by moving object
If the number of input audio channels is restricted, then processor load is reduced, but spatial audio quality and player experience deteriorate
Solution Approach 1:
The server intermediary receives and processes the full set of N audio input channels from all players, performing the mixing computations centrally. The mobile client devices then receive pre-mixed audio streams requiring minimal local processing. This arrangement allows the system to maintain high spatial audio quality by preserving all input channels during server-side mixing, while the client devices operate with reduced processor loads since they receive ready-to-play mixed audio rather than needing to process multiple raw input channels.
Data Source
AI summary
Disclosed are an apparatus and method for transmitting a spatial audio by using multicast that are capable of efficiently transmitting spatial audio data of multiplayer content by using multicast. The spatial audio transmitting apparatus includes a plurality of servers communicatively connected to a plurality of client terminals executing multiplayer real-time content to be separated by a multicast group. A server included in the respective multicast group transmits the first player information to the other servers included in the multicast group in a multicast method so as to be shared when receiving first player information from a client terminal executing the multiplayer real-time content, and mixes spatial audio based on the first player information and the second player information and transmits the mixed spatial audio to the client terminal in a unicast method when receiving second player information from another server included in the multicast group.


