G10H2220/135

Adaptive coefficients and samples elimination for circular convolution

Technologies are disclosed for improving the efficiency of real-time audio processing, and specifically for improving the efficiency of continuously modifying a real-time audio signal. Efficiency is improved by reducing memory bandwidth requirements and by reducing the amount of processing used to modify the real-time audio signal. In some configurations, memory bandwidth requirements are reduced by selectively transferring active samples in the frequency domain—e.g. avoiding the transfer samples with amplitudes of zero or near-zero. This has particular importance when the specialized hardware retrieves samples from main memory in real-time. In some configurations, the amount of processing needed to modify the audio signal is reduced by omitting operations that do not meaningfully affect the output audio signal. For example, a multiplication of samples may be avoided when at least one of the samples has an amplitude of zero or near-zero.

Audio Generation Methods and Systems

A method of generating audio assets, comprising the steps of: receiving an input audio asset having a first duration, generating an input image representative of the input audio asset, training a generative model on the input image and implementing the trained generative model to generate an output image representative of an output audio asset having a second duration different to the first duration, and generating the output audio asset based on the output image.

ADAPTIVE COEFFICIENTS AND SAMPLES ELIMINATION FOR CIRCULAR CONVOLUTION

Technologies are disclosed for improving the efficiency of real-time audio processing, and specifically for improving the efficiency of continuously modifying a real-time audio signal. Efficiency is improved by reducing memory bandwidth requirements and by reducing the amount of processing used to modify the real-time audio signal. In some configurations, memory bandwidth requirements are reduced by selectively transferring active samples in the frequency domain—e.g. avoiding the transfer samples with amplitudes of zero or near-zero. This has particular importance when the specialized hardware retrieves samples from main memory in real-time. In some configurations, the amount of processing needed to modify the audio signal is reduced by omitting operations that do not meaningfully affect the output audio signal. For example, a multiplication of samples may be avoided when at least one of the samples has an amplitude of zero or near-zero.

TECHNIQUES OF COORDINATING SENSORY EVENT TIMELINES OF MULTIPLE DEVICES

Embodiments described herein relate to techniques of coordinating sensory event timelines of multiple devices. The devices may use the sensory even timelines to output sensory events such as audio segments. The devices may take turns determining the sensory events to be output by the devices using their sensory event timelines. The techniques coordinate transitions of the devices between a first mode in which a device is allowed to determine sensory events to be output and a second mode in which a device outputs sensory events determined by another device.

Improvised guitar simulation

The present disclosure is directed at methods, apparatus and systems for implementing an improvised guitar playing feature on a rhythm-action game. The improvised guitar playing feature allows players to manipulate a guitar controller to produce a pleasing, musical-sounding improvised play even if the players have little experience or skill at improvising music. This feature uses quantized 8.sup.th and 16.sup.th note musical phrases, or “licks”, strung together to form authentic, melodic, and rhythmically musical and impressive guitar lines, regardless of the player's ability. The improvised guitar playing feature can also display cues directing the player to improvise in a certain manner, while still providing players a degree of musical freedom in selecting how to play. In some embodiments, the present disclosure is also directed at scoring mechanisms for evaluating improvised guitar play.

INTERACTIVE STRINGED MUSICAL INSTRUMENT AND SYSTEM COMPRISING THE SAME
20170278496 · 2017-09-28 ·

A stringed musical instrument is disclosed herein. The stringed instrument comprises a body, a head, a neck, and one or more strings. The neck has a back plate and a cover integrated with the back plate. The back plate comprises a first array of openings and the cover comprises a second array of openings. The first array and second array of openings align to form an array of light housings. Each light housing is configured to house a light (e.g., LEDs). Also disclosed herein is an interactive stringed musical instrument teaching system comprising a stringed instrument and a mobile terminal (e.g., computer). Both the smart stringed instrument and the mobile terminal are in communication via one or more communication modules. The mobile terminal comprises a microphone, a tuning module, a database, a teaching module and a game module. The stringed instrument comprises a main control module, a sound wake-up module, an LED driver module and an LED matrix module.

Music game software and input device utilizing a video player
09808724 · 2017-11-07 · ·

A video game includes an audio-video stream combined with game graphics and game sounds. The game graphics are overlaid on the video stream and updated in synchronization with the stream. Update of the game graphics and sounds depends on inputs received from a game player. The game player may provide input using a game controller coupled to the video game by an adapter. The video game may play on a Blu-ray player.

Video gaming console that synchronizes digital images with variations in musical tempo
11361671 · 2022-06-14 · ·

The teachings described herein are generally directed to a system, method, and apparatus for separating and mixing tracks within music. The system can have a video that is synchronized with the variations in the musical tempo through a variable timing reference track designed and provided for a user of the preselected performance that was prerecorded, wherein the designing of the variable timing reference track includes creating a tempo map having variable tempos, rhythms, and beats using notes from the preselected performance.

Music video game with user directed sound generation

A music based video game provides a user directed sound generation feature. In some embodiments, the user is provided a video game controller simulating a musical instrument, which the user may operate similarly to its real musical instrument counterpart. A free play feature is provided for users to operate the video game controller, where a processor of a video game console receives input signals from the video game controller and outputs audio samples based on the received input signals. During the free play feature, multiple suggestions as to how to operate the video game controller are simultaneously provided to give users some guidance as to what to play using the video game controller.

SYNCHRONIZED AUDIOVISUAL WORK
20220277661 · 2022-09-01 ·

The teachings described herein are generally directed to a system, method, and apparatus for separating and mixing tracks within music. The system can have a video that is synchronized with the variations in the musical tempo through a variable timing reference track designed and provided for a user of the preselected performance that was prerecorded, wherein the designing of the variable timing reference track includes creating a tempo map having variable tempos, rhythms, and beats using notes from the preselected performance.