Virtual Reality Audio Distribution with Dynamic Acoustic Effects
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Solution Overview
Problem
Existing virtual reality spaces lack optimized audio experiences compared to visual effects, with conventional acoustic techniques failing to effectively utilize the controlled sound environment.
Innovation Solution
An audio content distribution system that includes a server device and user terminal, capable of adding acoustic-effect setting information to audio data, such as echo and attenuation, to generate and distribute audio content with realistic three-dimensional effects, and control sound distribution based on target information like area, avatar attributes, and environmental conditions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If conventional acoustic techniques are used to reproduce three-dimensional audio in virtual reality spaces, then realistic acoustic experiences similar to the real world are achieved, but the advantage of perfect sound control in virtual reality spaces is not utilized effectively
Solution Approach 1:
The patent applies parameter changes by dynamically adjusting acoustic effect parameters (echo, attenuation, volume) based on virtual reality space characteristics and user conditions. The server device modifies audio parameters in real-time according to environmental data, avatar positions, and user attributes, transforming fixed conventional acoustic reproduction into adaptive sound control that leverages the programmable nature of virtual reality environments.
Solution Approach 2:
The system implements dynamics by making acoustic effects dynamic rather than static. The audio output control unit continuously adjusts acoustic parameters based on changing conditions in the virtual reality space, such as avatar movement, environmental changes, and user interactions. This dynamic adaptation allows the system to fully utilize the controllable sound environment of virtual reality spaces while maintaining realistic acoustic experiences.
2Reliability
If acoustic effects like echo and attenuation are added to audio data, then realistic three-dimensional audio is achieved, but the system complexity increases
Solution Approach 1:
The patent introduces an intermediary architecture where a server device acts as a mediator between audio content sources and user terminals. The server device performs complex acoustic effect processing, parameter adjustment, and audio data generation, then distributes processed audio content to multiple user terminals. This intermediary approach centralizes complexity in the server while keeping user terminals relatively simple, resolving the contradiction between high-quality audio output and system complexity.
Solution Approach 2:
The system applies preliminary action by pre-processing audio data with acoustic effects before distribution. The server device generates audio content data with appropriate acoustic effects (echo, attenuation, volume) already applied based on virtual reality space characteristics, so that user terminals receive ready-to-play audio without needing complex local processing. This preliminary processing maintains audio quality while reducing device complexity at the client side.
3Quantity of substance
If audio content is distributed to all users in the virtual reality space, then widespread audio coverage is achieved, but the ability to provide targeted and optimized audio experiences is reduced
Solution Approach 1:
The patent implements local quality by providing different acoustic effect settings to different users or user groups based on their specific conditions. The server device determines acoustic parameters individually for each user or avatar, considering factors like position, attributes, and environmental context. This allows the system to maintain wide distribution coverage while simultaneously optimizing audio experiences locally for each user, resolving the contradiction between quantity and adaptability.
Solution Approach 2:
The system applies segmentation by dividing the user base into different segments or groups with different acoustic effect preferences or requirements. The audio content distribution unit can distribute different versions of audio content with different acoustic effects to different user segments, enabling targeted optimization while maintaining overall widespread distribution. This segmentation approach allows the system to handle both broad coverage and individualized optimization efficiently.
Data Source
AI summary
An audio content distribution system includes a server device and a user terminal. The server device includes an audio-data acquisition unit that acquires audio data from a distribution source, an audio-content-data generation unit that adds, to the audio data, acoustic-effect setting information indicating whether to add echo and/or attenuation of sound in a virtual reality space, and generates audio content data, and an audio-content-data distribution unit that distributes the audio content data to a user terminal of a user who operates an avatar in the virtual reality space. The user terminal includes an audio-content-data receiving unit that receives the audio content data from the server device, and an audio-data output-control unit that outputs the audio data stored in the audio content data with an acoustic effect according to the acoustic-effect setting information.


