Virtual Sound Doppler Simulation Speed Limiting
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Solution Overview
Problem
Conventional games fail to accurately simulate the Doppler effect due to incredibly high object speeds, leading to an uncomfortable and unrealistic experience for users, as the extreme Doppler effect is not perceived effectively.
Innovation Solution
A sound processing program that limits the speeds of virtual sound sources and microphones within a virtual space, allowing for the calculation and simulation of the Doppler effect, ensuring users can perceive the effect even at high relative speeds by capping speeds at predetermined upper limits.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If the Doppler effect is calculated using actual high speeds of virtual objects in games, then the Doppler effect becomes extremely strong, but users cannot perceive it effectively and feel uncomfortable
Solution Approach 1:
The patent applies parameter changes by modifying the speed parameter used in Doppler effect calculations. Instead of using the actual high speed of virtual objects, the system uses a limited speed value that is capped at a predetermined upper limit. This transformation of the speed parameter allows the Doppler effect to be calculated in a way that produces perceptible and comfortable frequency shifts for users, resolving the contradiction between maintaining high object speeds and achieving effective Doppler perception.
2Speed
If the speed of virtual sound source is increased to enhance dynamic effect, then the Doppler effect becomes more pronounced, but the frequency change becomes too extreme and unrealistic
Solution Approach 1:
The patent transforms the speed parameter by introducing a limiting mechanism. The actual relative speed between virtual objects is compared against a predetermined upper limit, and the limited speed value (which is the minimum of actual speed and upper limit) is used for Doppler effect calculations. This parameter transformation ensures that frequency changes remain within realistic and perceivable ranges while still reflecting the motion dynamics of virtual objects.
3Ease of manufacture
If pseudo Doppler effect is added based on distance between objects, then implementation is simple, but the effect is inaccurate and can cause impossible situations
Solution Approach 1:
The patent replaces the pseudo mathematical approximation method with a physics-based calculation approach. Instead of using simplified distance-based formulas that may produce unrealistic results, the system calculates the Doppler effect based on the limited speed values of virtual objects using proper physical principles. This substitution maintains computational feasibility while significantly improving the accuracy and realism of the Doppler effect.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
This approach enables a realistic and perceivable Doppler effect in games, enhancing the auditory experience by smoothing frequency changes and maintaining a comfortable auditory perception, even when virtual objects move at high speeds.
Implementation Method 1
a virtual sound source for virtually producing sound and a virtual microphone for virtually capturing the sound virtually produced from the virtual sound source
Implementation Method 2
adding the Doppler effect virtually observed by the virtual microphone when the sound is virtually produced from the virtual sound source to the sound of the sound data by calculation using the values of the limited speeds
Data Source
AI summary
A CPU performs a sound acquisition step of acquiring sound data for outputting sound, a movement step of moving a virtual sound source and/or a virtual microphone in a virtual space in which the virtual sound source and the virtual microphone are set, a sound modification step of generating modified sound by adding the Doppler effect virtually observed by the virtual microphone when the sound is output from the virtual sound source to the sound of the sound data by calculation using the values of the limited speeds of the virtual sound source and/or the virtual microphone, and a modified sound output step of outputting the modified sound.


