Virtual Scene Environment Audio Layering for Immersive Playback
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Solution Overview
Problem
Existing environment audio rendering and playback methods in virtual scenes, such as games, suffer from poor auditory experience due to inharmonious and complex environment sounds, lack of immersion, and inefficient manual intervention, particularly in large-scale environments.
Innovation Solution
The environment audio is layered into multiple sound effect layers, with each layer corresponding to specific environment types, and data-driven rendering and playback are implemented using environment data to support dynamic control factors, enhancing immersion and efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If multiple environment sounds are played simultaneously to enhance immersion, then the auditory experience improves, but the sounds become complicated and inharmonious
Solution Approach 1:
The patent segments environment sounds into multiple independent sound effect layers (e.g., background layer, ambient layer, foreground layer), each handling specific frequency ranges or spatial zones. This segmentation allows simultaneous playback of multiple sounds while maintaining harmony by preventing frequency conflicts and spatial overlap issues.
Solution Approach 2:
Different sound effect layers are assigned different local qualities such as specific frequency ranges, spatial positions, and playback parameters. For example, background sounds occupy lower frequencies while foreground sounds occupy higher frequencies, creating a harmonious composite audio experience without mutual interference.
2Reliability
If manual intervention is used to adjust environment audio settings, then audio quality can be optimized, but the process becomes inefficient and time-consuming
Solution Approach 1:
The system implements self-service through automated rendering that uses environment data (such as scene geometry, object positions, and material properties) to automatically configure sound effect parameters. The rendering engine autonomously calculates optimal audio settings based on the virtual scene configuration, eliminating the need for manual audio adjustment while maintaining high audio quality.
Solution Approach 2:
Manual mechanical adjustment of audio settings is replaced by an automated data-driven rendering system. The system substitutes human operators with an algorithmic process that reads environment data and automatically generates optimized audio configurations, dramatically improving development efficiency while preserving audio quality.
3Area of stationary object
If environment audio is rendered for large-scale environments, then the virtual scene coverage increases, but the rendering complexity and resource consumption increase
Solution Approach 1:
Large-scale environments are divided into multiple spatial zones or regions, each with its own sound effect layer configuration. The rendering system processes only the relevant sound layers for the current view frustum or active region, reducing computational complexity while maintaining comprehensive scene coverage through progressive loading and spatial culling techniques.
Data Source
AI summary
A method for processing an environment audio in a virtual scene is performed by an electronic device. The method includes: displaying a user interface, the user interface including a virtual scene and the virtual scene including at least one environment object; determining at least one environment type corresponding to the virtual scene based on an attribute of the at least one environment object; determining, based on the at least one environment type, at least one environment sound effect layer included in the virtual scene; generating a sound effect configuration file for each environment sound effect layer, and obtaining environment data of the at least one environment object; and rendering and playing an environment audio based on the sound effect configuration file and the environment data.


