Patent classifications
A63F2300/6081
Video game controller
A video game controller can automatically operate as a video game controller with audio capability and a video game controller without audio capability based upon a signal received via a switch in communication with an audio jack of the video game controller when a headset is coupled to the audio jack. Connection of the headset to the controller automatically causes video game audio to be communicated from the video game console to the headset via the controller. The video game audio is communicated at a default volume level to the headset upon coupling of the headset to the video game controller. The volume level of the audio communicated to the headset can be adjustable up or down via a directional pad of the video game controller while an audio control button on the video game controller is pressed.
WIRELESS HEAD MOUNTED DISPLAY WITH DIFFERENTIAL RENDERING
A method is provided, including: tracking a location of a head-mounted display (HMD); tracking a gaze of a user of the HMD; generating video depicting a view of a virtual environment for the HMD based on the gaze of the user of the HMD; initiating wireless transmission of the video to the HMD for display on the HMD to the user, wherein initiating the wireless transmission includes setting a beamforming of a wireless transceiver towards the location of the head-mounted display; processing signal quality feedback received from the HMD to determine a quality of the wireless transmission; responsive to a loss in the quality of the wireless transmission, then adjusting the beamforming of the wireless transceiver.
ADAPTIVE AUDIO MIXING
Systems, apparatuses, and methods for performing adaptive audio mixing are disclosed. A trained neural network dynamically selects and mixes pre-recorded, human-composed music stems that are composed as mutually compatible sets. Stem and track selection, volume mixing, filtering, dynamic compression, acoustical/reverberant characteristics, segues, tempo, beat-matching and crossfading parameters generated by the neural network are inferred from the game scene characteristics and other dynamically changing factors. The trained neural network selects an artist's pre-recorded stems and mixes the stems in real-time in unique ways to dynamically adjust and modify background music based on factors such as game scenario, the unique storyline of the player, scene elements, the player's profile, interest, and performance, adjustments made to game controls (e.g., music volume), number of viewers, received comments, player's popularity, player's native language, player's presence, and/or other factors. The trained neural network creates unique music that dynamically varies according to real-time circumstances.
Monitored Online Experience Systems and Methods
Example monitored online experience systems and methods are described. In one implementation, techniques initiate an online gaming experience with a first user and associate a second user with the online gaming experience. The techniques receive audio data from a game server and receive a voice overlay from the second user. During the online gaming experience, the techniques play the audio data in a speaker proximate the first person and play the voice overlay in the speaker proximate the first person.
Headset and Method for Operating a Headset
A gaming unit and producing a game-audio output of a varying volume level and a chat-voice output is connected to headphones adapted to be worn by a player of the unit and connected to the gaming unit for making the chat-voice output and the game-audio output audible to the player. A circuit or software associated with the headphones can increase the chat-voice volume level generally proportionately to the game-audio volume level.
Systems and Methods for Dynamic Modification of Audio Playback with User Feedback
A method for dynamically modifying audio playback of a video game is provided. The method includes ascertaining game music data associated with the video game. The game music data may include a plurality of game soundtracks classified according to predetermined criteria. The method may include collecting feedback while the user is playing the video game, the feedback including data associated with the user’s performance; an express user action; an evaluation of game results; the user’s emotional state; and a user input. The method may continue with determining one or more replacement soundtracks based on criteria associated with the one or more replacement soundtracks. The method may further include dynamically modifying the game music data while the user is playing the video game by replacing at least one of the plurality of game soundtracks with the one or more replacement soundtracks to obtain modified game music data.
Game system, storage medium having stored therein game program, information processing apparatus, and game processing method
An example of an operation device includes an inertial sensor and a vibrator, transmits inertia data based on an output of the inertial sensor to an information processing apparatus, and vibrates the vibrator based on a vibration control signal received from the information processing apparatus. One or more processors of the information processing apparatus execute game processing, and in a predetermined situation in the game processing, cause the vibration control signal for vibrating the vibrator to be output from the information processing apparatus. The one or more processors, based on the inertia data from the operation device, determine whether or not the operation device is moving, and at least under the condition that it is determined that the operation device is not moving, limit the vibration so that the vibrator of the operation device is not vibrated or the vibration is weakened in the predetermined situation.
Pre-set audio profiles for graphical user interface and parametric equalizer in gaming systems
A system that incorporates the subject disclosure may include, for example, a gaming system that cooperates with a graphical user interface to enable user modification and enhancement of one or more audio streams associated with the gaming system. In embodiments, the audio streams may include a game audio stream, a chat audio stream of conversation among players of a video game, and a microphone audio stream of a player of the video game. Additional embodiments are disclosed.
Headset and method for operating a headset
A gaming unit and producing a game-audio output of a varying volume level and a chat-voice output is connected to headphones adapted to be worn by a player of the unit and connected to the gaming unit for making the chat-voice output and the game-audio output audible to the player. A circuit or software associated with the headphones can increase the chat-voice volume level generally proportionately to the game-audio volume level.
AUDIO PROCESSING
A method comprises generating a first environment representation for rendering a video representation of a virtual environment; and generating a second environment representation for rendering an audio output at a virtual listening position within the virtual environment in response to sounds generated by one or more virtual sound sources within the virtual environment; in which the first and second environment representations comprise respective different geometrical representations of the virtual environment; in which the step of generating the second environment representation comprises: generating a starting version of the second environment representation; and modifying the starting version of the second environment representation.