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

VSEngineering 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

Engineering Contradiction:
Improveaudio consumption measurement precisionVSAvoidtracking system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

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.

Inventive Principle:
Principle #24Intermediary (Mediator)

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.

Inventive Principle:
Principle #23Feedback

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

Engineering Contradiction:
Improveaudio content varietyVSAvoidrights holder compensation system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

Inventive Principle:
Principle #1Segmentation

3Reliability

If audio consumption tracking software is implemented, then accurate royalty calculations become possible, but the device complexity and implementation cost increase

Engineering Contradiction:
Improveroyalty calculation reliabilityVSAvoidtracking software complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

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.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20260042013A1Method for tracking audio consumption in virtual environments
Publication Date: 2026.02.12 UTOPIA MUSIC AG
  • US20260042013A1 patent drawing
  • US20260042013A1 patent drawing
  • US20260042013A1 patent drawing

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.