Virtual Environment Sound Intensity Based on Object Proximity
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Solution Overview
Problem
Current virtual environment technologies fail to accurately convey the distance between virtual objects, leading to poor immersion due to simultaneous sound effects from all objects, making it difficult for users to determine object proximity.
Innovation Solution
A method that calculates the sound effect intensity based on the distance between virtual objects and displays a sound effect indication pattern centered on one virtual object, indicating the presence and proximity of another virtual object, enhancing the sense of distance within the virtual environment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If sound effects from all virtual objects are played simultaneously, then the virtual environment becomes lively and interactive, but the user cannot determine object proximity and immersion deteriorates
Solution Approach 1:
The patent applies local quality by making sound effect properties (intensity, pitch, timbre) dependent on the spatial relationship between the listener and sound source. Different regions of the virtual space produce different sound characteristics, allowing users to infer distance and direction from sound properties alone. This resolves the contradiction by encoding distance information within the sound effects themselves rather than playing uniform sounds from all objects.
Solution Approach 2:
The patent dynamically changes sound effect parameters (intensity, frequency, duration) based on the distance and relative position of virtual objects. As objects move closer or farther, the sound parameters automatically adjust, providing continuous distance information to users. This parameter-based approach allows multiple sound effects to coexist while maintaining distinguishable spatial information for each source.
2Device complexity
If sound effect intensity is uniform for all virtual objects, then the system is simple to implement, but the trueness of the virtual environment deteriorates
Solution Approach 1:
The patent implements dynamic sound effect adjustment where intensity, pitch, and other parameters continuously change based on real-time spatial relationships between virtual objects and the listener. This dynamic adaptation creates a more authentic virtual environment that responds naturally to object movement and positioning, resolving the contradiction between system simplicity and environmental realism.
3Illumination intensity
If sound effect intensity increases with distance, then distant objects become more audible, but nearby objects become overwhelming and the user experience deteriorates
Solution Approach 1:
The patent implements a balanced sound intensity strategy where only certain objects (such as enemies or important targets) receive enhanced sound intensity, while other objects maintain normal or reduced levels. This selective amplification ensures that critical information remains audible without creating overwhelming sound pressure from all directions, resolving the contradiction between visibility of distant objects and user comfort.
Data Source
AI summary
This disclosure discloses an information display method in a virtual environment. The method includes: obtaining first coordinate of a first virtual object in the virtual environment; obtaining, according to the first coordinate, a second coordinate of a second virtual object located in a first orientation of the first virtual object and in a predetermined behavior state; calculating a first distance between the first virtual object and the second virtual object according to the first coordinate and the second coordinate; obtaining a sound effect intensity of the second virtual object in the first orientation according to the first distance; and transmitting a sound effect display instruction to a first terminal corresponding to the first virtual object.


