Virtual Audio Distribution With Distance-Based Quality Control
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing audio distribution methods in virtual environments, such as VR, discard sounds based on distance thresholds, leading to a synthetic and inaccurate representation of sound perception, failing to account for the user's location and resulting in a less immersive experience.
Innovation Solution
A method and system for managing audio distribution by determining the closest oscillator to a user's avatar, embedding audio parameters based on distance, and dynamically adjusting sample rate, bit resolution, and filter settings to create a more accurate and immersive audio experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of energy
If sound sources are discarded based on distance thresholds, then bandwidth usage is reduced, but audio accuracy and realism deteriorate
Solution Approach 1:
The patent applies local quality by differentiating audio processing based on spatial location. Sounds are processed with different quality levels depending on their distance and direction relative to the user, with closer sounds receiving higher fidelity processing and farther sounds receiving optimized processing. This resolves the contradiction by maintaining high audio accuracy only where needed (local areas close to the user) while reducing bandwidth for distant sounds.
Solution Approach 2:
The patent dynamically changes audio parameters (such as sample rate, bitrate, and frequency range) based on distance thresholds and user position. Audio parameters are adjusted continuously as objects move in or out of proximity zones, allowing the system to optimize bandwidth usage while maintaining perceptual audio quality. This resolves the contradiction by adapting parameter quality to spatial context rather than using fixed thresholds.
2Measurement precision
If all audio data streams are transmitted at high quality, then audio accuracy is improved, but bandwidth consumption increases
Solution Approach 1:
The patent implements partial action by transmitting full-quality audio data only for sound sources that are currently relevant to the user (within certain distance and importance thresholds). For less relevant sounds, reduced-quality or selectively processed data is transmitted. This resolves the contradiction by applying high-quality transmission partially (only where necessary) rather than universally, thereby maintaining audio quality for important sounds while reducing overall bandwidth consumption.
3Measurement precision
If audio parameters are dynamically adjusted based on user position, then audio realism is improved, but system complexity increases
Solution Approach 1:
The patent applies preliminary action by pre-calculating and pre-positioning audio data streams and their associated metadata (including distance, direction, and quality parameters) before user interaction. The system prepares audio streams with embedded spatial information, allowing real-time rendering without complex on-the-fly calculations. This resolves the contradiction by performing complex processing in advance (when bandwidth is available) rather than during real-time interaction, thereby achieving audio realism without excessive real-time system complexity.
Data Source
AI summary
In an approach, a processor, for each object: determines a closest oscillator, subscribes to receive, from the object, an audio data stream with an embedded data structure inserted at a rate determined by the closest oscillator, by a user, wherein the user is associated with a device and the avatar, determines a first distance from the object to the avatar, creates the embedded data structure based on the first distance, the embedded data structure comprising a set of audio parameters, streams the audio data stream with the embedded data structure to the device, and processes the audio data stream at the device according to the embedded data structure to determine a processed audio data stream. A processor mixes a set of processed audio data streams from each of the set of objects to determine a resulting audio data stream. A processor plays the resulting audio data stream at the device.


