Independent game and chat volume control
Abstract
A system (500) comprising: a circuit that is used in the generation and / or emission control of a combined conversation and game audio signal, wherein said circuit can be used to: receive user input comprising one or both from: a configuration for a desired volume of a conversation audio component (503) of said combined conversation and game audio signal and a configuration for a desired volume of a game audio component (501) of said conversation audio signal and game combined; determining, based on said user input, a corresponding mix configuration for the joint mixing of said conversation audio component (503) and said game audio component (501) in an audio source to generate said audio signal from combined conversation and game; determining based on said user input, a corresponding volume setting (513) applicable in an audio output element; providing said mix configuration (511) to said audio source; and providing said volume setting (513) to said audio output element.

Term
9.6 yearsto projected expiry
Projected expiry 14 April 2036, counted from filing; an application has no term until it is granted.
- Priority
- Filed
- Published
- Today
- Projected expiry
20 claims: 2 independent, 18 dependent
- 1ES 2 699 321 T3 REIVINDICACIONES 1. Un sistema (500) que comprende:un circuito que se usa en el control de generación y/o emisión de una señal de audio de conversación y juego combinados, en donde puede utilizarse dicho circuito para: recibir entrada de usuario que comprende una o ambas de: una configuración para un volumen deseado de un componente de audio de conversación (503) de dicha señal de audio de conversación y juego combinados y una configuración para un volumen deseado de un componente de audio de juego (501) de dicha señal de audio de conversación y juego combinados;determinar, basándose en dicha entrada de usuario, una correspondiente configuración de mezcla para la mezcla conjunta de dicho componente de audio de conversación (503) y dicho componente de audio de juego (501) en una fuente de audio para generar dicha señal de audio de conversación y juego combinados;determinar basándose en dicha entrada de usuario, una correspondiente configuración de volumen (513) aplicable en un elemento de salida de audio;proporcionar dicha configuración de mezcla (511) a dicha fuente de audio;y proporcionar dicha configuración de volumen (513) a dicho elemento de salida de audio.
- 2El sistema (500) de la reivindicación 1, en el que puede utilizarse dicho circuito para determinar dicha configuración de mezcla (511) basándose en un conjunto de datos que caracterizan dicha fuente de audio.
- 3El sistema (500) de la reivindicación 2, en el que dicho conjunto de datos se refiere a características de dicha mezcla de dicho componente de audio de conversación (503) y dicho componente de audio de juego (501) en dicha fuente de audio, y/o características de dichas señales de audio de conversación y juego combinados en relación con dicha mezcla.
- 4El sistema (500) de la reivindicación 2, en el que dicho conjunto de datos se preprograma o se determina basándose en pruebas de dicha fuente de audio.
- 5El sistema (500) de la reivindicación 1, en el que puede utilizarse dicho circuito para proporcionar adaptativamente una o ambas de dicha configuración de mezcla (511) y dicha configuración de volumen (513).
- 6El sistema (500) de la reivindicación 1, en el que puede utilizarse el circuito para retardar adaptativamente una provisión de una o ambas de dicha configuración de mezcla (511) y dicha configuración de volumen (513), basándose en uno o más valores de tiempo de retardo predefinidos.
- 7El sistema (500) de la reivindicación 5, en el que puede utilizarse el circuito para proporcionar adaptativamente una o ambas de dicha configuración de mezcla (511) y dicha configuración de volumen (513) usando una pluralidad de etapas de aumento o disminución, para efectuar cambios graduales o escalonados.
- 8El sistema (500) de la reivindicación 1, en el que puede utilizarse dicho circuito para proporcionar dicha configuración de volumen (513) de tal forma que ajustes de volumen basados en dicha configuración de volumen (513) están sincronizados en tiempo con cambios de mezclas basados en dicha configuración de mezcla (511).
- 9El sistema (500) de la reivindicación 1, en el que dicho elemento de salida de audio son unos auriculares (200;400).
- 10El sistema (500) de la reivindicación 1, en el que dicha fuente de audio es una consola de juegos (176;410), y dicho elemento de salida de audio es un periférico de audio de consola de juegos (102;108;192;300;420).
- 11Un método que comprende en un sistema (500) que comprende una fuente de audio que puede utilizarse para una señal de audio de conversación y juego combinados y al menos un elemento de salida de audio que puede utilizarse para emitir dicha señal de audio de conversación y juego combinados:recibir entrada de usuario que comprende una o ambas de: una configuración para un volumen deseado de un componente de audio de conversación (503) de dicha señal de audio de conversación y juego combinados y una configuración para un volumen deseado de un componente de audio de juego (501) de dicha señal de audio de conversación y juego combinados;determinar, basándose en dicha entrada de usuario, una correspondiente configuración de mezcla para la mezcla conjunta de dicho componente de audio de conversación (503) y dicho componente de audio de juego (501) en una fuente de audio para generar dicha señal de audio de conversación y juego combinados;determinar basándose en dicha entrada de usuario, una correspondiente configuración de volumen (513) aplicable en un elemento de salida de audio;proporcionar dicha configuración de mezcla (511) a dicha fuente de audio;y proporcionar dicha configuración de volumen (513) a dicho elemento de salida de audio. ES 2 699 321 T3
- 12El método de la reivindicación 11, que comprende determinar dicha configuración de mezcla (511) basándose en un conjunto de datos que caracterizan dicha fuente de audio.
- 13El método de la reivindicación 12, en el que dicho conjunto de datos se refiere a características de mezcla de dicho componente de audio de conversación (503) y dicho componente de audio de juego (501) en dicha fuente de audio y/o características de dichas señales de audio de conversación y juego combinados en relación con dicha mezcla.
- 14El método de la reivindicación 12, en el que dicho conjunto de datos se preprograma o se determina basándose en pruebas de dicha fuente de audio.
- 15El método de la reivindicación 11, que comprende proporcionar adaptativamente una o ambas de dicha configuración de mezcla (511) y dicha configuración de volumen (513).
- 16El método de la reivindicación 11, que comprende retardar adaptativamente una provisión de una o ambas de dicha configuración de mezcla (511) y dicha configuración de volumen (513), basándose en uno o más valores de tiempo de retardo predefinidos.
- 17El método de la reivindicación 16, que comprende proporcionar adaptativamente una o ambas de dicha configuración de mezcla (511) y dicha configuración de volumen (513) usando una pluralidad de etapas de aumento o disminución, para efectuar cambios graduales o escalonados.
- 18El método de la reivindicación 11, que comprende proporcionar dicha configuración de volumen (513) de tal forma que ajustes de volumen basados en dicha configuración de volumen (513) están sincronizados en tiempo con cambios de mezclas basados en dicha configuración de mezcla (511).
- 19El método de la reivindicación 11, en el que dicho elemento de salida de audio son unos auriculares (200;400).
- 20El método de la reivindicación 11, en el que dicha fuente de audio es una consola de juegos (176;410) y dicho elemento de salida de audio es un periférico de audio de consola de juegos (102;108;192;300;420).
Independent claims20
92 paragraphs in 5 sections, as filed
ES 2 699 321 T3
DESCRIPTION
Independent control of game and talk volume
Technical field
Aspects of the present application relate to audio systems and solutions, particularly with respect to electronic games. More specifically, to methods and systems for independent control of game and conversation volume.
Background
Limitations and disadvantages of conventional approaches to audio processing and audio output devices will be apparent to one skilled in the art, through the comparison of such approaches with some aspects of the present method and system set forth in the remainder of this disclosure with reference. to the drawings.
Document US 2015/0065248 A1 describes an apparatus configured to receive microphone audio and to transmit game talk output and mobile output audio. The apparatus comprises an audio mixer, which is configured to provide the audio game talk output based on the microphone audio in a first mode, and which is configured to provide the mobile output audio based on the microphone audio in a second mode.
It is an object of the present invention to overcome the shortcomings of the prior art.
Short summary
These objectives are solved by the system of claim 1 and by the method of claim 11. Preferred embodiments are mentioned in the dependent claims.
Methods and systems are provided for independent control of game and talk volume, substantially as illustrated by and / or described in connection with at least one of the figures, as more fully set forth in the claims.
Brief description of the drawings
Figure 1 represents an example game console.
Figure 2 depicts the example game console and an associated network of peripheral devices.
Figures 3A and 3B depict two views of an example implementation of a network gaming headset.
Figure 3C depicts a block diagram of the example headphones of Figures 3A and 3B.
Figure 4 depicts an exemplary audio arrangement that supports independent control of game and talk volume, in accordance with the present disclosure.
Figure 5 depicts a block diagram of an exemplary system for independent control of game and talk volume.
Figure 6 depicts a flow chart of an exemplary process for independent control of game and talk volume.
Detailed description
As used in this document the terms circuits and circuitry refer to physical electronic components (for example, hardware) and any software and / or firmware (code) that can configure the hardware, run through the hardware, and / or otherwise associate. with the hardware. As used herein, for example, a particular processor and memory may comprise a first circuit when a first one or more lines of code is executed and may comprise a second circuit when a second one or more lines of code is executed. As used herein, and / or means any one or more of the items in the list joined by and / or. As an example, xy / ory means any element of the set of three elements {(x), (y), (x, y)}. The expression y / or in this example has the same scope as the expression one or both of x and y. As another example, x, yy / oz means any element of the seven element set {(x), (y), (z), (x, y), (x, z), (y, z), (x , and Z)}. The expression y / or in this example has the same scope as the expression one or more of x, y, and z. As used in this document, the terms for example, and for example start lists of one or more
ES 2 699 321 T3 non-limiting examples, instances or illustrations. As used in this document, circuitry can be used to perform a function as long as the circuitry comprises the necessary hardware and codes (if any are required) to perform the function, regardless of whether the function's execution is disabled or not enabled ( for example, through some user-configurable settings, factory settings, etc.).
In multiplayer games played over a local area network or the internet through a console such as Microsoft Xbox® or Sony Playstation®, the voice and audio of the game are combined and provided through an audio output (for example , an analog or digital output audio jack for wired output or a radio for wireless output) to which a user can connect headphones. One problem with this way of playing games is that the game audio in the headphones has a wide dynamic range. In other words, sometimes a low volume can quickly increase to a high volume when, for example, an explosion or other dynamic event occurs in the game. These dynamics of loudness can be sustained for long periods of time, for example during a heated battle in an action game. One consequence of this wide dynamic range is that if the volume of voice communication signals (the talk volume) is set to a comfortable volume level during normal game passages, they cannot be heard over the game audio when playing. produce dynamic game passages. Aspects of this disclosure provide control of talk volume and / or game components of combined game and talk audio signals to maintain the user's ability to hear the talk audio.
Figure 1 represents an example game console. A game console 176 is shown in Figure 1.
The game console 176 can be, for example, a Windows computing device, a UNIX computing device, a Linux computing device, an Apple OSX computing device, an Apple iOS computing device, an Android computing device, a Microsoft Xbox, a Sony Playstation, a Nintendo Wii or similar.
Game console 176 may comprise suitable circuitry to implement various aspects of the present disclosure. The example game console 176 shown in Figure 1 comprises a video interface 124, radio 126, data interface 128, network interface 130, video interface 132, audio interface 134, south bridge 150, host on chip (SoC) 148, memory 162, optical disk drive 172, and storage device 174. The SoC 148 comprises the central processing unit (CPU) 154, graphics processing unit (GPU) 156, audio processing unit (APU) 158, cache memory 164, and memory management unit (MMU) 166. The various Game console 176 components are communicatively coupled via various buses / links 136, 138, 142, 144, 146, 152, 160, 169, and 170.
The south bridge 150 comprises circuitry that supports one or more data bus protocols such as High Definition Multimedia Interface (HDMI), Universal Serial Bus (USB), Advanced Serial Contact Technology 2 (SATA 2), multimedia card interface embedded (e.MMC), Express Peripheral Component Interconnect (PCIe) or similar. South bridge 150 can receive audio and / or video from an external source via link 112 (eg HDMI), from optical disc drive (eg Blu-Ray) 172 via link 168 (eg , SATA 2) and / or storage 174 (eg hard disk, FLASH memory, or the like) via link 170 (eg SATA 2 and / or e.MMC). Digital audio and / or video is output to SoC 148 over link 136 (for example, video in accordance with CEA-861-E and audio in accordance with IEC 61937). South bridge 150 exchanges data with radio 126 over link 138 (for example, USB), with external devices over link 140 (for example, USB), with storage 174 over link 170, and with the SoC 148 over link 152 (for example, PCIe).
Radio 126 may comprise circuitry that can be used to communicate in accordance with one or more wireless standards such as the IEEE 802.11 family of standards, the Bluetooth family of standards, and / or the like.
Network interface 130 may comprise circuitry that can be used to communicate in accordance with one or more wired standards and to convert between wired standards. For example, network interface 130 may communicate with SoC 148 over link 142 using a first standard (eg, PCIe) and may communicate with network 106 using a second standard (eg, gigabit Ethernet).
Video interface 132 may comprise circuitry that can be used to communicate video in accordance with one or more wired or wireless video transmission standards. For example, video interface 132 can receive CEA-861-E compliant video data over link 144 and encapsulate / format / etc. video data in accordance with an HDMI standard to output to monitor 108 via an HDMI link 120.
Audio interface 134 may comprise circuitry that can be used to communicate audio in accordance with one or more wired or wireless audio transmission standards. For example, audio interface 134 can receive CEA-861-E compliant video data over link 144 and encapsulate / format / etc. video data in accordance with an HDMI standard to output to monitor 108 via an HDMI link 120.
Central processing unit (CPU) 154 may comprise circuitry that can be used to execute instructions to control / coordinate the general operation of game console 176. Such instructions may be part of a console operating system and / or part of one or more software applications running on the console.
ES 2 699 321 T3
Graphics processing unit (GPU) 156 may comprise circuitry that can be used to perform graphics processing functions such as compression, decompression, encoding, decoding, 3D conversion, and / or the like.
Audio processing unit (APU) 158 may comprise circuitry that can be used to perform audio processing functions such as volume / gain control, compression, decompression, encoding, decoding, surround sound processing, and / or the like for broadcasting. single-channel or multi-channel audio signals (for example, 2 channels for stereo or 5, 7 or more channels for surround sound). The APU 158 comprises a memory element 159 (eg, a hardware or software register) that stores configuration data including gain / volume settings. Configuration data can be modified through a console graphical user interface (GUI) and / or through an application programming interface (API) provided by console 176.
Cache memory 164 comprises high-speed memory (usually DRAM) for use by CPU 154, GPU 156, and / or APU 158. Memory 162 may comprise additional memory for use by CPU 154, GPU 156, and / or APU. 158. Memory 162, typically DRAM, can operate at a slower speed than cache memory 164 but can also be less expensive than cache memory as well as operate at a higher speed than storage device memory 174. The MMU 166 controls accesses by the CPU 154, GPU 156 and / or APU 158 to the memory 162, the cache 164 and / or the storage device 174.
In Figure 1, the example game console 176 is communicatively coupled to a user interface device 102, a user interface device 104, a network 106, a monitor 108, and audio subsystem 110.
Each of the user interface devices 102 and 104 may comprise, for example, a game controller, keyboard, motion sensor / position tracker, or the like. User interface device 102 communicates with game console 176 wirelessly over link 114 (eg, Wi-Fi Direct, Bluetooth, and / or the like). User interface device 102 communicates with game console 176 via wired link 140 (eg, USB or the like).
Network 106 comprises a local area network and / or a wide area network. Game console 176 communicates with network 106 over wired link 118 (eg, Gigabit Ethernet).
Monitor 108 can be, for example, an LCD, OLED, or PLASMA screen. Game console 176 sends video to monitor 108 over link 120 (eg, HDMI).
The audio subsystem 110 may be, for example, a headset, a headset and audio base station combination, or a set of speakers and attached audio processing circuitry. Game console 176 sends audio to audio subsystem 110 over link or links 122 (eg, S / PDIF for digital audio or line out for analog audio).
Figure 2 depicts the example game console and an associated network of peripheral devices. Figure 2 shows the console 176 of Figure 1, connected to a plurality of peripheral devices and a network 106.
Example peripheral devices shown include a monitor 108, a user interface device 102, a headset 200, an audio base station 300, and a multipurpose device 192. The monitor 108 and user interface device 102 are as described above. . An example implementation of headphones 200 is described below with reference to Figures 3A-3C.
In some cases, the user interface device 102 may be a game controller. In this sense, the game controller 102 can have a plurality of control elements (eg, 103, 105, and 107) that the user can use during the game. Examples of control elements may comprise buttons, directional pads, joysticks, etc. Furthermore, in some implementations, the game controller 102 may comprise a headphone jack 109 that can be used to connect to the headphones 200, such as to provide audio supply thereto and / or receive audio input therefrom. Headphone connector 109 may comprise suitable circuitry to support connectivity to headphones 200 and / or to support audio input / output operations based on such connectivity. Connectivity can be provided as a wired connection (eg using cables, cords, etc.) or it can be wireless (eg Bluetooth, WiFi, etc.). While shown as an externally distinguishable component, the headphone jack 109 need not be limited as such, and may be embedded within the game controller 102 and / or its functions can be provided by existing circuitry of the game controller 102.
The multipurpose device 192 can be, for example, a tablet computer, a smartphone, a laptop, or the like and running an operating system such as Android, Linux, Windows, iOS, OSX, or the like. An example implementation of multipurpose device 192 is described below with reference to Figure 4. Hardware (for example, a network adapter) and software (that is, the operating system and one or more applications loaded on device 192) can configure device 192 to operate as part of the GPN 190. For example, an application that running on device 192 can cause the display of a graphical user interface through which a user can access data related to the game, commands, functions, parameter settings, etc. and through which the user can interact with the console 176 and the other devices of the GPN 190 to improve their gaming experience.
ES 2 699 321 T3
The peripheral devices 102, 108, 192, 200, 300 are in communication with each other over a plurality of wired and / or wireless links (visually represented by the placement of the devices in the GPN 190 cloud). Each of the peripheral devices in the Gaming Peripheral Network (GPN) 190 can communicate with one or more other of the peripheral devices in the GPN 190 in a single-hop or multi-hop fashion. For example, headsets 200 can communicate with base station 300 in a single hop (for example, via a proprietary RF link) and with device 192 in a single hop (for example, via a Bluetooth or Wi-Fi link). -Fi direct), while the tablet can communicate with the base station 300 in two hops via the headset 200.
As another example, the user interface device 102 can communicate with the headset 200 in a single hop (for example, via a direct Bluetooth or Wi-Fi link) and with the device 192 in a single hop (for example, via a direct Wi-Fi or Bluetooth link), while device 192 can communicate with headphones 200 in two hops via user interface device 102. These example interconnections between the peripheral devices of the GPN 190 are merely examples, any number and / or types of links between the devices of the GPN 190 are possible.
The GPN 190 can communicate with the console 176 through any one or more of the connections 114, 140, 122 and 120 described above. The GPN 190 may communicate with a network 106 over one or more links 194 each of which may be, for example, Wi-Fi, wired Ethernet, and / or the like.
A database 182 storing game audio data is accessible via network 106. Game audio data may comprise, for example, signatures of particular audio clips (eg, individual sounds or collections or sequences of sounds) that are part of the game audio of particular games, of particular levels / scenarios of particular games, particular characters of particular games, etc. Data in database 182 can be downloadable to, or accessed in real time by, one or more of the GPN 190 devices.
Figures 3A and 3B depict two views of an example implementation of a network gaming headset. Shown in Figures 3a and 3B are two views of example headsets 200 that may present audio broadcast by a game console such as console 176.
Headphones 200 comprise, for example, headband 302, microphone boom 306 with microphone 304, ear muffs 308a and 308b surrounding speakers 316a and 316b, connector 310, connector 314, and user controls 312.
Connector 310 may be, for example, a 3.5mm headphone jack for receiving analog audio signals (for example, receiving speech audio through an Xbox intercom cable).
The microphone 304 converts acoustic waves (eg, the voice of the person wearing the headphones) to electrical signals for processing by headphone circuitry and / or for broadcasting to a device (eg, console 176, base station 300, a smartphone and / or similar) that is in communication with the headset.
Speakers 316a and 316b convert electrical signals to sound waves.
User controls 312 may comprise specialized and / or programmable buttons, switches, sliders, wheels, etc. to perform various functions. Example functions that the 312 controls can be configured to perform include: turn on / off the headphones 200, mute / unmute the microphone 304, control gain / volume of, and / or effects applied to, conversational audio via the audio processing circuitry of the headphones 200, control gain / volume of, and / or effects applied to, game audio via the audio processing circuitry of the headphones 200, enable / disable / initiate pairing (for example, via Bluetooth, Direct Wi-Fi or similar) with another computing device and / or the like.
Connector 314 can be, for example, a USB port. Connector 314 can be used to download data to headphones 200 from another computing device and / or upload data from headphones 200 to another computing device. Such data may include, for example, parameter settings (described below). Additionally, or alternatively, connector 314 can be used to communicate with another computing device such as a smartphone, tablet computer, laptop, or the like.
Figure 3C depicts a block diagram of the example headphones of Figures 3A and 3B. An example circuitry of the headphones 200 is shown in Figure 3C. In addition to the connector 310, user controls 312, connector 314, microphone 304 and speakers 316a and 316b already discussed, a radio 320, a CPU 322, a device are shown. storage 324, memory 326, and audio processing circuit 330.
Radio 320 may comprise circuitry that can be used to communicate in accordance with one or more standard and / or proprietary wireless protocols (such as, for example, the IEEE 802.11 family of standards, the
ES 2 699 321 T3 family of Bluetooth standards and / or the like) and / or (for example, a proprietary protocol for receiving audio from an audio base station such as base station 300).
The CPU 322 may comprise circuitry that can be used to execute instructions to control / coordinate the general operation of the headphones 200. Such instructions can be part of an operating system or state machine of the headphones 200 and / or part of one or more software applications that run on headphones 200. In some implementations, CPU 322 may be, for example, a programmable switch controller, a state machine, or the like.
Storage device 324 may comprise, for example, FLASH memory or other non-volatile memory for storing data that can be used by CPU 322 and / or audio processing circuit 330. Such data may include, for example, parameter settings that affect the processing of audio signals in the headphones 200 and parameter settings that affect functions performed by the user controls 312. For example, one or more parameter settings can determine, at least in part, a gain of one or more gain elements of the audio processing circuit 330. As another example, one or more parameter settings can determine, at least in part. part, a frequency response of one or more filters operating on audio signals in audio processing circuit 330. As another example, one or more parameter settings may determine, at least in part, whether and what sound effects are added to audio signals in the audio processing circuit 330 (e.g., what effects to add to microphone audio for transform the user's voice). Particular parameter settings can be selected autonomously by the headphones 200 in accordance with one or more algorithms, based on user input (eg, through controls 312) and / or based on input received through one or more connectors 310 and 314.
Memory 326 may comprise volatile memory used by CPU 322 and / or audio processing circuit 330 as program memory, to store runtime data, etc.
Audio processing circuit 330 may comprise circuitry that can be used to perform audio processing functions such as volume / gain control, compression, decompression, encoding, decoding, input of audio effects (e.g., echo, put on phase, virtual surround effect, etc.) and / or similar. As described above, the processing performed by the audio processing circuit 330 can be determined, at least in part, by which parameter settings have been selected. Processing can be done on microphone game, talk, and / or audio that is subsequently output to speaker 316a and 316b. Additionally, or alternatively, the processing can be performed on conversational audio that is subsequently output to connector 310 and / or radio 320.
Figure 4 depicts an exemplary audio arrangement that supports independent control of game and talk volume, in accordance with the present disclosure. Shown in Figure 4 are a headset 400, a console 410, a game controller 420, and an external transmitter / receiver (T / R) device 430.
Headphones 400 and console 410 may be similar to headphones 200 and console 176, as described above with respect to Figures 1-3C, and may operate in substantially the same manner. Game controller 420 may be similar to game controller 102 of Figure 2. In this sense, game controller 420 can be used by a user during game operations. In addition, in some cases a headphone jack 422 may be included, which may be similar to headphone jack 109 in Figure 2, and can be used to facilitate connectivity to headphones 400 and / or audio input / output operations based on such connectivity.
As described in more detail below, consoles such as console 410 can provide audio output to headphones, such as headphones 400, during gaming operations for example. In this sense, the emitted output can comprise game audio and conversation audio. Audio output can be transmitted directly from console 410 to headphones 400, using a wired connection (eg, USB cable), or wirelessly, such as via wireless connection 421 (eg, Wi-Fi Direct, Bluetooth or similar), using communication resources built into the console 410. In some cases, particularly where the console 410 lacks built-in wireless resources, the external T / R device 430 may be used. The external T / R device 430 may comprise suitable circuitry to support connectivity to the console 410 (for example, via wired connectors), wireless connectivity to the headphones 400, and / or to perform necessary functions (for example, conversion between different interfaces, processing, etc.) to support forwarding of data (eg audio) over the respective connections.
Other means of providing communication between the console 410 and the headphones 400 (for example, to output audio to the headphones 400) may include use of the game controller 420. In this regard, the audio can be transmitted to the game controller 420, through link 421. Link 421 can be a wired link (eg, similar to link 140) or a wireless link (eg, similar to link 114). The game controller 420 can then send the audio to the headphones 400 through a link 423 between these elements (particularly between the headphone jack 422 and the headphones 400). As with link 421, link 423 can be a wired link (eg, similar to link 140) or a wireless link (eg, similar to link 114). Links 421 and 423 do not need to match - therefore link 421 can be a wired link while link 423 can be a wireless link, and vice versa.
In some cases, the console 410 can be configured to generate mixed audio output, which can include, for example, both game audio and chat audio. In this sense, the console 410 can comprise
ES 2 699 321 T3 a mixer 412, which may comprise suitable circuitry for mixing the game audio (Audio Game) and conversation audio (Audio Conversation) into the combined audio output. The mixing performed by the mixer 412 can be adjusted. Mixing settings may comprise changing the proportion of the combined audio output that each of the audio inputs that are mixed together occupies. The mix, and settings thereof, can be controlled through a mix controller 414. In this sense, the mix controller 414 may comprise suitable circuitry to control the mix during generation of audio outputs. For example, the mixing controller 414 can adjust (via control signals) gain applied to each of the audio signals being mixed (for example, each of Audio Talk and Audio Game) to effect the desired mixing ratio. .
In some cases, the mix controller 414 may adjust the mix based on a setting of an audio mix parameter, in which different audio mix parameter settings correspond to different proportions of Audio Game and Audio Conversation on the audio output. combined. Therefore, the component ratios of the combined audio output can be controlled by a setting of the audio mix parameter (which can be stored, for example, in memory element 159 described above with respect to Figure 1). Such a mix parameter setting, however, may not always be desirable, as users may not want (or even know how) to properly set the mix parameter. Accordingly, in various implementations in accordance with the present disclosure, control of the combined audio output can be improved by simplifying the user inputs / interactions used to control the mix, particularly obviating the need for direct user configuration of the mix parameter.
For example, instead of requiring the user to expressly select a particular setting for the mixing parameter, the user may simply be enabled to separately set a plurality of volume parameters corresponding to the plurality of audio components being mixed. The plurality of user-set audio component volume parameters can then be processed and, based on the processing, corresponding settings can be determined for the mix parameter. To ensure compatibility with different sources (e.g. consoles of different brands, models, etc.), a translation of the plurality of audio component volume parameters to the mix parameter can be adaptively configured based on a particular source (the device in the one that generates the combined output) that is used. For example, in some example implementations, a console that is being used may be initially characterized. The characterization can then be used during processing of the user-selected settings of the plurality of audio component volume parameters.
In some example implementations, separate input elements can be used to allow separate user volume selections. For example, the user controls 312 of the headsets 200 may comprise one or more controls (for example, two volume setting buttons - talk volume and game volume; four volume control buttons - talk up, talk down, game up, game down, or the like), each of which is configured to set a volume parameter for a respective one of the audio components of the combined audio output. In this way, the user can use the controls to independently set the game volume and the talk volume.
In some example implementations, a specialized independent volume control component can be used to support the functions by implementing and providing independent user volume inputs. Such a specialized independent volume control component may be implemented in or incorporated into one or more of the elements in the audio arrangement. For example, the independent volume control component can be implemented in the headphones 400, in the game controller 420 (or the headphone jack 422) and / or in the external T / R device 430. This may allow to support the new scheme independent volume control without requiring change to the game console itself; thus guaranteeing backwards compatibility and / or compatibility with different consoles. However, the disclosure is not so limited, and in some embodiments, the independent volume control component can be implemented on the game console itself. The standalone volume control component can be implemented as a software module, using existing host device circuitry. Alternatively, the separate volume control component may comprise specialized circuitry to provide the functions and / or operations associated with the component. An example implementation of such a component is described in more detail with respect to Figure 5.
Figure 5 depicts a block diagram of an exemplary system for independent control of game and talk volume. An example system 500 is shown in Figure 5.
System 500 may comprise suitable circuitry to implement various aspects of the present disclosure. In particular, the system 500 can be configured to support independent volume control of multiple audio components that are combined into a single audio output from a particular audio source, such as a game console (e.g., game console 410 of Figure 4). System 500 may be implemented in, or integrated into, one or more elements in an audio arrangement comprising the source of the combined audio output. For example, as seen with respect to Figure 4, the system 500
ES 2 699 321 T3 can be implemented, or integrated, in one or more of the headsets 400, the game controller 420, the headphone jack 422 and the external T / R device 430 (or, in some cases, even the console itself games 410). In some implementations, the system 500 can be implemented with a microprocessor configured to execute instructions located in memory.
In the example implementation shown in Figure 5, the system 500 may comprise a volume mix processing block 510 and a storage element 520. The volume mix processing block 510 may comprise suitable circuitry for processing user input. that specifies a volume setting for each of a plurality of audio components (eg, game audio and conversation audio) in a combined audio output. Based on such processing, data can be generated and the data can be used (for example, communicated as control outputs 511 and / or 513) in controlling or adjusting the mixing performed when the combined audio output is generated by mixing the audio components, and / or in controlling or adjusting audio functions or operations performed when the combined audio output comprising the mixed audio components is output. Storage element 520 may comprise circuitry for storing (and providing when necessary) data pertaining to operations or functions of system 500.
In an example implementation and example usage scenario thereof, once the user enters a new volume setting for one of the audio components of the combined audio output (for example, a new volume setting of conversation, shown as vol_selConversation 503 in Figure 5). In this sense, volume settings can be entered through (or obtained from user interactions with) user controls, which can be incorporated into one or more elements in the audio layout, such as one or more elements 400, 410, 420, 422 and 430 of Figure 4). For example, the user can specify a new selection for the talk volume setting vol_sel Talk 503 by turning a talk volume knob. Similarly, the user can instead specify a new selection for game volume settings, displayed as vol_sel<sub>Play</sub> 501 in Figure 5). The following steps can take place below: (1) the difference between game and talk volumes is calculated (for example, vol_dif = vol_selConversation 503 - vol_selGame 501), in which the volumes can be represented in decibels (dBs) relative to a certain maximum volume (and therefore the difference can also be in decibels); (2) a characterization of the audio source (eg, game console 410) is used to determine a setting or settings for mixing parameter (s) corresponding to the calculated difference; (3) a command is sent (eg, as control output 511) to the audio source to set the mix parameter (s) to the determined setting (s); (4) As a result of the command, the mixing parameter (s) are set or set by the audio source to the determined configuration (s), resulting in a change in the respective volumes (and / or other characteristics) of the components of the combined audio output; (5) a new setting or settings (if necessary) may be determined for volume parameter (s) of the system 500; (6) The new setting (s) of the volume parameter (s) may be applied at a rate that is synchronized in time with changes to the combined audio output that result from the new setting (s) of the parameter (s) or mixing parameters (which may be known from characterization of the audio source). The setting (s) of the volume parameter (s) may be sent (eg, as control output 513) to the audio output item (s) (eg, headphones) that are used in outputting the combined audio.
For example, with respect to the example audio arrangement depicted in Figure 4, mix settings can be sent (via control output 511) to game console 410 (particularly game console 414). ), while the volume settings can be sent (via control output 513) to headphones 400 (or any of the other items that can affect the volume of the combined audio output, such as console 410, game controller 420, headphone jack 422, and / or T / R device 430).
The volume parameter (s) may control gain (or attenuation) applied in the system 500 to the combined audio output. The new setting (s) of the volume parameter (s) can be used to compensate for any changes in volume of the combined audio output as a result of the new setting (s) of the parameter (s) or mixing parameters. For example, the volume parameter (s) can be set to or based on the difference between a target component volume (for example, vol_selTalk 503 or vol_selGame 501) and the volume of that component in the mixed audio (for example, the volume parameter can be set to vol_selGame 501 - console_voGame or vol_selConversation 503 <sup>console</sup>_<sup>vol</sup>Conversation<sup>)</sup>.
The characterization of the audio source (eg console) can be implemented as one or more look-up tables. For example, characterization of the audio source can be used to generate two look-up tables: a first look-up table can map various values for the difference between game and talk volumes (for example, from vol_dif) to corresponding mix settings (for example, mix parameter settings applied on the audio source); and a second look-up table can map various mix settings (e.g. mix parameter settings) to corresponding
ES 2 699 321 T3 gaming component volume measurements at the combined audio output. In another example implementation, source characterization can be used to generate two look-up tables: a first look-up table containing correlations between different values (settings) of the mix parameter and corresponding combinations of game and talk volume; and a second look-up table containing the volume parameter for each game and talk combination.
Characterization can be pre-programmed or can be obtained by testing the console's response to different mix parameter settings. Characterization data (eg, table) may be preprogrammed in system 500 (eg, stored in storage element 520, thus provided via control signal 521). Alternatively, the characterization data can be obtained dynamically. For example, characterization data can be obtained using test audio files can be used at the audio source. The test audio files can be used, for example, to generate (or to control or adjust the generation of) combined audio output on the audio source. In this sense, the use of such audio test files can allow to characterize the combined audio output - for example, allowing the monitoring or detection of characteristics of the combined audio output in relation to different ratios of the mixed audio components. in the combined audio output, which (the different ratios) can be predefined in the audio test files. The resulting data is then used to populate the characterization structures (eg, tables) in System 500.
In an example usage scenario, the characterization table can be generated by: (1) playing test audio for broadcast through the game console as the combined audio output; (2) varying the mix parameter setting while the test audio is playing; (3) measuring (eg, RMS voltage) the game component and / or speech component of the combined audio output for various mix parameter settings; and (4) normalizing measured values relative to the maximum measured value. The same steps can be performed multiple times for multiple audio components of the combined audio output. The results of the test (s) can then be combined to generate a general characterization table that corresponds to a different combination of component volume settings.
In an example implementation, outputs from system 500 may be provided in an adaptive manner (eg, with some delay and / or augmentation) to improve and / or optimize the user experience. For example, once settings or configurations are determined (for example, mixing settings for the audio source (for example, game console), volume settings or settings for the audio output (for example, headphones), etc. .) based on the processing of the component volume sections, adjustments or settings can be output to the console first and then after some delay provided to the audio output (for example, headphones). The delay can be preset or it can be determined dynamically. The delay can be determined or set to account for how the mixing settings are applied to the game console (for example, to take into account the time it will take for the console to apply the adjusted mix when creating the combined output; by which the blend adjustment is made, such as single change vs. incremental; etc.). Also, instead of making abrupt changes, settings can be increased (by mixing on the source side and / or volume on the output side) (or decreased) in stages, to avoid sudden and unpleasant changes in the audio experienced by the Username.
Figure 6 depicts a flow chart of an exemplary process for independent control of game and talk volume. Shown in Figure 6 is flow chart 600, comprising a plurality of example steps (602-610) that can be performed to enable independent control of game and talk.
In step 602, in a startup state, a game layout is set up (for example, connections are set up between various elements of the layout, which may comprise a game console, a game controller, and headsets) and operations are started. (for example, game, conversation, etc.).
At step 604, user input is received (for example, through controls on a headset), for separate selections of: (1) desired volume of a game component of a combined game and talk audio signal and ( 2) Desired volume of a speech component of the combined speech and game audio signal.
In step 606, user input (eg, volume selections) is processed. Based on the processing, a mix parameter setting is determined corresponding to the separately selected talk and game audio volumes.
In step 608, based on the processing of the user input and / or the mix settings determined in block 606, volume settings or adjustments to be applied to the headphones are determined. The volume-related settings or adjustments are determined such that, in combination with the mix setting determined in block 606, the desired volume of the game component volume and the desired volume of the talk component are made at the output. of headphones.
ES 2 699 321 T3
At step 610, the mix settings determined at block 606 may be provided (broadcast) for console application and volume settings or adjustment may be provided (broadcast) for headphone application.
While the various implementations disclosed in this document are described in conjunction with talk and game audio, it should be understood that the disclosure is not necessarily limited in this way and that a similar approach can be used to enhance off-screen sounds in other usage scenarios.
The present method and / or system can be implemented in hardware, software, or a combination of hardware and software. The present methods and / or systems can be performed in a centralized manner in at least one computer system or in a distributed manner in which different elements are spread across several interconnected computer systems. Any kind of computer system or other apparatus adapted to perform the methods described in this document is suitable. A typical combination of hardware and software can be a general purpose computer system with a program or other code that, when loaded and run, controls the computer system in such a way that it performs the methods described in this document. Another typical implementation may comprise an application specific integrated circuit or chip. Some implementations may comprise a non-transient machine-readable (eg, computer-readable) medium (eg, FLASH drive, optical disk, magnetic storage disk, or the like) that has one or more lines of code executable stored therein. a machine, thereby causing the machine to perform processes as described in this document.
While the present method and / or system has been described with reference to certain implementations, it will be understood by those skilled in the art that various changes can be made and equivalents can be substituted without departing from the scope of the present method and / or system. Furthermore, many modifications can be made to adapt a particular situation or material to the contents of the present disclosure without departing from its scope. Therefore, it is envisioned that the present method and / or system is not limited to the particular disclosed implementations.
Contents5
8 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8
71 members in 4 offices
Priority claims5
| Document | Office | Kind | Date |
|---|---|---|---|
| 201514687028 | United States of America | A | |
| 201514687028 | United States of America | A | |
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Members71
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Numbers
- Publication
- 2699321
- Publication, DOCDB
- 2699321
- Publication, EPODOC
- ES2699321T
- Application
- 16165218
- Application, DOCDB
- 16165218
- Application, EPODOC
- ES20160165218T
Titles2
- Spanish
- Control independiente de volumen de juego y conversación
- English
- Independent control of game volume and conversation
Classification
- CPC, 9
- G06F3/165
- A63F13/25
- A63F13/87
- H04R1/1041
- H04R2430/01
- H03G3/3005
- H03G3/02
- A63F13/54
- H03G3/20
- IPC, 4
- H04R1 10
- A63F13 87
- H03G3 02
- A63F13 54