Virtual Audio Emitter Tracking for Accurate Royalty Measurement
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Solution Overview
Problem
Current methods for tracking audio consumption in virtual environments, such as video games, provide only rough estimates based on the number of copies sold, lacking a dependable and fair solution for compensating rights holders, which discourages artists from allowing their tracks to be used.
Innovation Solution
Implementing audio consumption tracking software that measures, collects, and reports audio consumption data within virtual environments, using audio emitters and spatialized sound, to accurately quantify user interaction with audio tracks.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the number of copies sold is used to estimate audio consumption, then the estimation process is simple, but the measurement precision is very low and cannot provide accurate compensation data
Solution Approach 1:
The patent introduces audio emitters as intermediary objects in the virtual environment that emit audio tracks. These emitters track and report audio consumption data to a database, serving as a mediator between the audio playback system and the rights holder compensation system. This intermediary structure enables precise measurement without requiring complex modifications to the core game engine.
Solution Approach 2:
The system implements feedback loops where audio consumption data is continuously collected from audio emitters, stored in databases, and used to generate compensation reports. The feedback mechanism ensures that rights holders receive accurate compensation based on actual usage, creating a closed-loop system that improves measurement precision over time.
2Adaptability or versatility
If licensed audio tracks are used in virtual worlds, then the quality and variety of audio content improves, but the complexity of compensating rights holders increases due to lack of accurate consumption data
Solution Approach 1:
The patent segments the audio system into independent audio emitters, each responsible for specific audio tracks. This segmentation allows different audio content to be managed independently with their own consumption tracking, enabling diverse audio content while maintaining simple individual tracking for each emitter. Rights holders can be compensated based on their specific audio track usage without managing complex aggregate data.
3Reliability
If audio consumption tracking software is implemented, then accurate royalty calculations become possible, but the device complexity and implementation cost increase
Solution Approach 1:
The system creates simplified copies of audio consumption data in databases, separate from the main game execution. Instead of complex real-time analysis, the system copies consumption information from audio emitters to databases, where it can be processed for royalty calculations. This copying approach ensures reliable data for payments while keeping the tracking software itself relatively simple.
Data Source
AI summary
According to an aspect, there is provided a computer-implemented method of tracking of audio consumption in a virtual environment comprising an avatar representing a user of a computing device and an audio emitter for emitting one or more audio tracks within the virtual environment. The method comprises the following. Initially, a position of the avatar within the virtual environment is monitored. In response to the avatar entering the audible range of the audio emitter, an audio consumption timer is started. In response to the avatar leaving the audible range of the audio emitter, the audio consumption timer is stopped. Then, audio consumption of the user is evaluated based at least on the audio consumption timer and at least one duration of at least one audio track of the one or more audio tracks emitted, at least in part, during running of the audio consumption timer. Information on the audio consumption of the user is outputted.


