Virtual Microphone Localization for Split-Screen Game Audio
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Solution Overview
Problem
In multiplayer games where the screen is split among players, conventional sound reproduction methods fail to accurately localize sound sources in a virtual three-dimensional space, leading to confusion about the distance of sound sources and excessive sound volume due to overlapping sounds.
Innovation Solution
A game system with a sound output section, virtual microphones, and calculators to determine sound volume and localization, allowing for precise audio signal generation and output to enhance the aural perception of distance between players and sound sources, using a configuration that includes a sound reproduction section, received sound volume calculator, first and second localization calculators, and a sound output controller.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If sound is reproduced merely at a center without calculating localization, then the sound reproduction process is simple, but players cannot aurally determine the distance of sound sources from their characters
Solution Approach 1:
The patent divides the virtual three-dimensional space into multiple sections corresponding to each player's screen area, and places virtual microphones at specific positions in each section. This segmentation allows sound localization to be calculated independently for each player's perspective, enabling accurate aural distance determination while keeping the calculation process modular and manageable.
Solution Approach 2:
The patent transitions from two-dimensional screen display to three-dimensional sound localization by introducing virtual microphones positioned in 3D space and calculating sound localization based on spatial coordinates. This dimensional enhancement allows players to perceive distance and direction of sound sources naturally, as the sound localization is computed considering the three-dimensional positions of both the sound source and the player's character.
2Loss of information
If sounds equal to the number of split sections are reproduced, then each section can have its own sound, but the same sound is reproduced multiple times causing excessive sound volume and process complexity
Solution Approach 1:
The patent merges the sound reproduction process by calculating sound localization once per sound source object based on its three-dimensional position, rather than separately for each screen section. The virtual microphones in different sections receive the same sound signal with localized parameters calculated from the sound source's spatial coordinates, reducing computational complexity while preserving spatial sound information for each player.
Solution Approach 2:
The patent creates a universal sound localization calculation method that works for all players simultaneously. The same sound source object can be localized relative to multiple virtual microphones positioned in different screen sections, allowing one sound reproduction process to serve multiple players with different perspectives, thereby avoiding redundant processing and excessive sound volume.
3Ease of manufacture
If conventional sound reproduction is used in split-screen games, then implementation is straightforward, but players experience confusion about sound source distance and overlapping sounds
Solution Approach 1:
The patent introduces virtual microphones as intermediary elements between the sound source objects and the players' audio output. These virtual microphones are positioned at specific locations in the virtual three-dimensional space corresponding to each player's perspective, and they receive sound signals with localization parameters calculated based on the spatial relationship between the sound source and the microphone positions. This intermediary mechanism enables accurate sound localization while maintaining a straightforward implementation process.
Data Source
AI summary
A predetermined sound is reproduced at a position of a sound source object. The sound is received by a plurality of virtual microphones, and a sound volume of the sound received at each virtual microphone is calculated. In addition, a localization of the sound received at the virtual microphone is also calculated. Furthermore, a localization of a sound to be outputted to a sound output section is calculated on the basis of the loudness and the localization of the sound received at each virtual microphone. The sound of the sound source object is outputted to the sound output section on the basis of the localization.


