Encoding and rendering of object based audio indicative of game audio content
    101.
    发明授权
    Encoding and rendering of object based audio indicative of game audio content 有权
    指示游戏音频内容的基于对象的音频的编码和呈现

    公开(公告)号:US09489954B2

    公开(公告)日:2016-11-08

    申请号:US14414877

    申请日:2013-08-06

    CPC classification number: G10L19/008 H04S7/00 H04S2400/01

    Abstract: In some embodiments, a method (typically performed by a game console) for generating an object based audio program indicative of game audio content (audio content pertaining to play of or events in a game, and optionally also other information regarding the game), and including at least one audio object channel and at least one speaker channel. In other embodiments, a game console configured to generate such an object based audio program. Some embodiments implement object clustering in which audio content of input objects is mixed to generate at least one clustered audio object, or audio content of at least one input object is mixed with speaker channel audio. In response to the program, a spatial rendering system (e.g., external to the game console) may operate with knowledge of playback speaker configuration to generate speaker feeds indicative of a spatial mix of the program's speaker and object channel content.

    Abstract translation: 在一些实施例中,用于生成指示游戏音频内容(与游戏中的游戏或事件相关的音频内容,以及可选地还有关于游戏的其他信息)的基于对象的音频节目的方法(通常由游戏控制台执行),以及 包括至少一个音频对象通道和至少一个扬声器通道。 在其他实施例中,配置成生成这样的基于对象的音频节目的游戏控制台。 一些实施例实现对象聚类,其中输入对象的音频内容被混合以生成至少一个聚集的音频对象,或者至少一个输入对象的音频内容与扬声器通道音频混合。 响应于程序,空间渲染系统(例如,游戏控制台外部)可以以回放扬声器配置的知识来操作,以产生指示节目的扬声器和对象频道内容的空间混合的扬声器馈送。

    Rendering and Playback of Spatial Audio Using Channel-Based Audio Systems
    103.
    发明申请
    Rendering and Playback of Spatial Audio Using Channel-Based Audio Systems 有权
    使用基于声道的音频系统渲染和播放空间音频

    公开(公告)号:US20150146873A1

    公开(公告)日:2015-05-28

    申请号:US14409440

    申请日:2013-06-17

    CPC classification number: H04S7/305 H04S3/008 H04S2400/03 H04S2420/03

    Abstract: Embodiments are described for a method and system of rendering and playing back spatial audio content using a channel-based format. Spatial audio content that is played back through legacy channel-based equipment is transformed into the appropriate channel-based format resulting in the loss of certain positional information within the audio objects and positional metadata comprising the spatial audio content. To retain this information for use in spatial audio equipment even after the audio content is rendered as channel-based audio, certain metadata generated by the spatial audio processor is incorporated into the channel-based data. The channel-based audio can then be sent to a channel-based audio decoder or a spatial audio decoder. The spatial audio decoder processes the metadata to recover at least some positional information that was lost during the down-mix operation by upmixing the channel-based audio content back to the spatial audio content for optimal playback in a spatial audio environment.

    Abstract translation: 描述了使用基于频道的格式来渲染和回放空间音频内容的方法和系统的实施例。 通过基于传统的基于信道的设备回放的空间音频内容被转换成适当的基于频道的格式,导致音频对象内的某些位置信息的丢失和包括空间音频内容的位置元数据。 即使在将音频内容呈现为基于频道的音频之后,为了保留用于空间音频设备的该信息,由空间音频处理器生成的某些元数据被并入到基于频道的数据中。 然后可以将基于频道的音频发送到基于频道的音频解码器或空间音频解码器。 空间音频解码器处理元数据以恢复低混音操作期间丢失的至少一些位置信息,通过将基于频道的音频内容上回到空间音频内容以在空间音频环境中进行最佳重放。

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