Game streaming with spatial audio
A game engine may generate video and audio content on a per-frame basis. Audio data corresponding to a current frame may be generated to comprise sound-field information independent of a speaker configuration or spatialization technology that may be used to play the associated audio. The sound-field...
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creator | Edry, Philip A Kim, Ryan Y Heitkamp, Robert N Manion, Todd R Wilssens, Steven |
description | A game engine may generate video and audio content on a per-frame basis. Audio data corresponding to a current frame may be generated to comprise sound-field information independent of a speaker configuration or spatialization technology that may be used to play the associated audio. The sound-field may be generated based on monaural audio data corresponding to a sound produced by an in-game object at the object's position as of the current frame. The sound-field information may be transmitted to a remote computing device for reproduction using a selected, available speaker configuration and spatialization technology. |
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Audio data corresponding to a current frame may be generated to comprise sound-field information independent of a speaker configuration or spatialization technology that may be used to play the associated audio. The sound-field may be generated based on monaural audio data corresponding to a sound produced by an in-game object at the object's position as of the current frame. The sound-field information may be transmitted to a remote computing device for reproduction using a selected, available speaker configuration and spatialization technology.</description><language>eng</language><subject>ACOUSTICS ; AMUSEMENTS ; CARD, BOARD, OR ROULETTE GAMES ; ELECTRIC COMMUNICATION TECHNIQUE ; ELECTRICITY ; GAMES ; GAMES NOT OTHERWISE PROVIDED FOR ; HUMAN NECESSITIES ; INDOOR GAMES USING SMALL MOVING PLAYING BODIES ; MUSICAL INSTRUMENTS ; PHYSICS ; PICTORIAL COMMUNICATION, e.g. TELEVISION ; SPEECH ANALYSIS OR SYNTHESIS ; SPEECH OR AUDIO CODING OR DECODING ; SPEECH OR VOICE PROCESSING ; SPEECH RECOGNITION ; SPORTS ; STEREOPHONIC SYSTEMS ; VIDEO GAMES</subject><creationdate>2020</creationdate><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20200526&DB=EPODOC&CC=US&NR=10667074B2$$EHTML$$P50$$Gepo$$Hfree_for_read</linktohtml><link.rule.ids>230,308,776,881,25543,76293</link.rule.ids><linktorsrc>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20200526&DB=EPODOC&CC=US&NR=10667074B2$$EView_record_in_European_Patent_Office$$FView_record_in_$$GEuropean_Patent_Office$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>Edry, Philip A</creatorcontrib><creatorcontrib>Kim, Ryan Y</creatorcontrib><creatorcontrib>Heitkamp, Robert N</creatorcontrib><creatorcontrib>Manion, Todd R</creatorcontrib><creatorcontrib>Wilssens, Steven</creatorcontrib><title>Game streaming with spatial audio</title><description>A game engine may generate video and audio content on a per-frame basis. 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The sound-field information may be transmitted to a remote computing device for reproduction using a selected, available speaker configuration and spatialization technology.</description><subject>ACOUSTICS</subject><subject>AMUSEMENTS</subject><subject>CARD, BOARD, OR ROULETTE GAMES</subject><subject>ELECTRIC COMMUNICATION TECHNIQUE</subject><subject>ELECTRICITY</subject><subject>GAMES</subject><subject>GAMES NOT OTHERWISE PROVIDED FOR</subject><subject>HUMAN NECESSITIES</subject><subject>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</subject><subject>MUSICAL INSTRUMENTS</subject><subject>PHYSICS</subject><subject>PICTORIAL COMMUNICATION, e.g. TELEVISION</subject><subject>SPEECH ANALYSIS OR SYNTHESIS</subject><subject>SPEECH OR AUDIO CODING OR DECODING</subject><subject>SPEECH OR VOICE PROCESSING</subject><subject>SPEECH RECOGNITION</subject><subject>SPORTS</subject><subject>STEREOPHONIC SYSTEMS</subject><subject>VIDEO GAMES</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2020</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNrjZFB0T8xNVSguKUpNzM3MS1cozyzJUCguSCzJTMxRSCxNycznYWBNS8wpTuWF0twMim6uIc4euqkF-fGpQKXJqXmpJfGhwYYGZmbmBuYmTkbGxKgBAHxRJbo</recordid><startdate>20200526</startdate><enddate>20200526</enddate><creator>Edry, Philip A</creator><creator>Kim, Ryan Y</creator><creator>Heitkamp, Robert N</creator><creator>Manion, Todd R</creator><creator>Wilssens, Steven</creator><scope>EVB</scope></search><sort><creationdate>20200526</creationdate><title>Game streaming with spatial audio</title><author>Edry, Philip A ; Kim, Ryan Y ; Heitkamp, Robert N ; Manion, Todd R ; Wilssens, Steven</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_US10667074B23</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng</language><creationdate>2020</creationdate><topic>ACOUSTICS</topic><topic>AMUSEMENTS</topic><topic>CARD, BOARD, OR ROULETTE GAMES</topic><topic>ELECTRIC COMMUNICATION TECHNIQUE</topic><topic>ELECTRICITY</topic><topic>GAMES</topic><topic>GAMES NOT OTHERWISE PROVIDED FOR</topic><topic>HUMAN NECESSITIES</topic><topic>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</topic><topic>MUSICAL INSTRUMENTS</topic><topic>PHYSICS</topic><topic>PICTORIAL COMMUNICATION, e.g. TELEVISION</topic><topic>SPEECH ANALYSIS OR SYNTHESIS</topic><topic>SPEECH OR AUDIO CODING OR DECODING</topic><topic>SPEECH OR VOICE PROCESSING</topic><topic>SPEECH RECOGNITION</topic><topic>SPORTS</topic><topic>STEREOPHONIC SYSTEMS</topic><topic>VIDEO GAMES</topic><toplevel>online_resources</toplevel><creatorcontrib>Edry, Philip A</creatorcontrib><creatorcontrib>Kim, Ryan Y</creatorcontrib><creatorcontrib>Heitkamp, Robert N</creatorcontrib><creatorcontrib>Manion, Todd R</creatorcontrib><creatorcontrib>Wilssens, Steven</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Edry, Philip A</au><au>Kim, Ryan Y</au><au>Heitkamp, Robert N</au><au>Manion, Todd R</au><au>Wilssens, Steven</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>Game streaming with spatial audio</title><date>2020-05-26</date><risdate>2020</risdate><abstract>A game engine may generate video and audio content on a per-frame basis. Audio data corresponding to a current frame may be generated to comprise sound-field information independent of a speaker configuration or spatialization technology that may be used to play the associated audio. The sound-field may be generated based on monaural audio data corresponding to a sound produced by an in-game object at the object's position as of the current frame. The sound-field information may be transmitted to a remote computing device for reproduction using a selected, available speaker configuration and spatialization technology.</abstract><oa>free_for_read</oa></addata></record> |
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language | eng |
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subjects | ACOUSTICS AMUSEMENTS CARD, BOARD, OR ROULETTE GAMES ELECTRIC COMMUNICATION TECHNIQUE ELECTRICITY GAMES GAMES NOT OTHERWISE PROVIDED FOR HUMAN NECESSITIES INDOOR GAMES USING SMALL MOVING PLAYING BODIES MUSICAL INSTRUMENTS PHYSICS PICTORIAL COMMUNICATION, e.g. TELEVISION SPEECH ANALYSIS OR SYNTHESIS SPEECH OR AUDIO CODING OR DECODING SPEECH OR VOICE PROCESSING SPEECH RECOGNITION SPORTS STEREOPHONIC SYSTEMS VIDEO GAMES |
title | Game streaming with spatial audio |
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