Techniques for localized perceptual audio

    公开(公告)号:US10158958B2

    公开(公告)日:2018-12-18

    申请号:US15297918

    申请日:2016-10-19

    Abstract: Audio perception in local proximity to visual cues is provided. A device includes a video display, first row of audio transducers, and second row of audio transducers. The first and second rows can be vertically disposed above and below the video display. An audio transducer of the first row and an audio transducer of the second row form a column to produce, in concert, an audible signal. The perceived emanation of the audible signal is from a plane of the video display (e.g., a location of a visual cue) by weighing outputs of the audio transducers of the column. In certain embodiments, the audio transducers are spaced farther apart at a periphery for increased fidelity in a center portion of the plane and less fidelity at the periphery.

    Encoding and Rendering of Object Based Audio Indicative of Game Audio Content
    76.
    发明申请
    Encoding and Rendering of Object Based Audio Indicative of Game Audio Content 有权
    基于对象音频的编码和渲染指示游戏音频内容

    公开(公告)号:US20150235645A1

    公开(公告)日:2015-08-20

    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。

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