Spatial Audio Processing for Virtual Environments

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Solution Overview

Problem

Existing technologies struggle to realistically simulate the acoustic properties of virtual environments in XR systems, leading to a lack of immersion and authenticity in audio experiences.

Innovation Solution

The system generates output audio signals by processing input audio signals through multiple buses, one for direct sound and another for reflections and reverberations, based on the location of sound sources and acoustic properties of the virtual environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If conventional audio systems (fixed speakers) are used in XR environments, then device complexity is reduced, but the ability to simulate realistic acoustic properties of virtual environments deteriorates

Engineering Contradiction:
Improveacoustic realismVSAvoidaudio processing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The audio signal is segmented into multiple independent components: direct sound, early reflections, and late reverberation. Each component is processed separately through dedicated buses and algorithms, allowing realistic acoustic simulation while maintaining manageable processing complexity through modular architecture

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically changes acoustic parameters (reverberation time, early reflection patterns, spatial distribution) based on the virtual environment's acoustic properties and the listener's position. This enables adaptation to different virtual spaces without requiring complex hardware for each environment type

Inventive Principle:
Principle #35Parameter changes

2Reliability

If digital reverberators are used to simulate acoustic properties, then acoustic realism is improved, but computational resources required increase

Engineering Contradiction:
Improveacoustic authenticityVSAvoidcomputational energy consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The reverberation process is segmented into early reflections and late reverberation components, processed through separate algorithms (early reflection algorithm and late reverberation algorithm). This segmentation reduces computational burden by applying simpler processing to different temporal portions of the sound signal

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system applies partial reverberation processing based on the virtual environment's acoustic characteristics and the listener's position. Rather than applying full reverberation uniformly, the system selectively applies appropriate reverberation amounts to different spatial regions and temporal segments, reducing overall computational energy consumption

Inventive Principle:
Principle #16Partial or excessive action

3Ease of operation

If virtual sounds are presented without environmental acoustic properties, then ease of operation is improved, but user immersion and presence deteriorate

Engineering Contradiction:
Improveaudio system simplicityVSAvoidenvironmental adaptation
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The audio system dynamically adapts to different virtual environments by automatically determining acoustic properties and adjusting reverberation parameters in real-time based on the listener's position and the virtual space characteristics. This dynamic adaptation provides environmental authenticity without requiring manual configuration or complex user input

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250203313A1Spatial audio for interactive audio environments
Publication Date: 2025.06.19 MAGIC LEAP INC
  • US20250203313A1 patent drawing
  • US20250203313A1 patent drawing
  • US20250203313A1 patent drawing

AI summary

Systems and methods of presenting an output audio signal to a listener located at a first location in a virtual environment are disclosed. According to embodiments of a method, an input audio signal is received. For each sound source of a plurality of sound sources in the virtual environment, a respective first intermediate audio signal corresponding to the input audio signal is determined, based on a location of the respective sound source in the virtual environment, and the respective first intermediate audio signal is associated with a first bus. For each of the sound sources of the plurality of sound sources in the virtual environment, a respective second intermediate audio signal is determined. The respective second intermediate audio signal corresponds to a reflection of the input audio signal in a surface of the virtual environment. The respective second intermediate audio signal is determined based on a location of the respective sound source, and further based on an acoustic property of the virtual environment. The respective second intermediate audio signal is associated with a second bus. The output audio signal is presented to the listener via the first bus and the second bus.