Virtual Microphone Spatial Audio Localization in Game Systems
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Solution Overview
Problem
Conventional game systems fail to provide an enhanced realistic audio-visual experience by not effectively associating sound with game processing in virtual spaces, particularly in terms of sound localization and volume adjustment based on the player's orientation and positional relationships between speakers.
Innovation Solution
An information processing system with a music data separating section, sound source object placement, virtual microphone placement, and sound output control, which separates music data into channels and adjusts sound reproduction volumes based on the virtual microphone's direction and positional relationships with sound source objects in a 3D space, using multiple speakers to create an immersive experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If conventional game systems display separate game videos on television and controller without sound processing, then video output functionality is maintained, but audio-visual realism and immersion are insufficient
Solution Approach 1:
The patent segments music data into multiple channels (first channel music data and second channel music data) corresponding to different spatial positions. Each channel is processed independently through separate sound source objects placed at different positions in virtual 3D space, enabling realistic sound localization while maintaining system manageability
Solution Approach 2:
The patent introduces a virtual microphone as an intermediary element placed at a predetermined position in virtual 3D space. This virtual microphone mediates between the sound source objects and the physical loudspeakers, calculating reproduction volumes based on directional relationships and positional information, thereby achieving realistic audio spatialization without direct complex processing between sound sources and speakers
2Measurement precision
If sound sources are placed at different positions in virtual 3D space with multiple speakers, then sound localization accuracy is improved, but calculation complexity for volume control increases
Solution Approach 1:
The sound output control section uses feedback from the virtual microphone's directional information and positional relationships with sound source objects to determine reproduction volumes. The system continuously calculates and adjusts volume levels based on the orientation of the first output apparatus and the spatial configuration, creating a feedback loop that maintains accurate sound localization
Solution Approach 2:
The patent creates a virtual copy of the acoustic environment by placing virtual sound source objects and a virtual microphone in virtual 3D space. This virtual model replicates the spatial relationships and directional characteristics, allowing the system to calculate realistic sound propagation and localization without requiring complex physical acoustic measurements
3Adaptability or versatility
If the system adjusts reproduction volume based on virtual microphone direction and positional relationships, then immersive audio experience is enhanced, but processing requirements increase
Solution Approach 1:
The system performs preliminary actions by pre-placing sound source objects and the virtual microphone at predetermined positions in virtual 3D space before audio reproduction begins. The music data is separated into channels in advance, and the spatial configuration is established beforehand, allowing for efficient real-time volume adjustment based on the first output apparatus's orientation without complex on-the-fly spatial calculations
Data Source
AI summary
In an exemplary information processing system including an information processing section, a first loudspeaker, and a second loudspeaker, predetermined music data composed of two channels is separated into first channel music data and second channel music data. A first sound source object associated with one of the first channel music data and the second channel music data, a second sound source object associated with the other one, and a virtual microphone are placed in a virtual 3-dimensional space. The reproduction volume of a sound reproduced from the first loudspeaker, and the reproduction volume of a sound reproduced from the second loudspeaker are determined based on the direction of the virtual microphone and the positional relationship between the virtual microphone and each of the first sound source object and the second sound source object.


