Sony Interactive Entertainment Inc. (20240335751). RENDERING AMBISONICS SOUND SOURCES USING FRACTIONAL ORDERS simplified abstract

From WikiPatents
Jump to navigation Jump to search

RENDERING AMBISONICS SOUND SOURCES USING FRACTIONAL ORDERS

Organization Name

Sony Interactive Entertainment Inc.

Inventor(s)

Brandon Sangston of San Mateo CA (US)

RENDERING AMBISONICS SOUND SOURCES USING FRACTIONAL ORDERS - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240335751 titled 'RENDERING AMBISONICS SOUND SOURCES USING FRACTIONAL ORDERS

    • Simplified Explanation:**

The patent application focuses on improving ambisonics audio for computer simulations like games by enhancing the spread of sound sources. It involves determining fractional ambisonics orders based on the desired spread of a sound object, deriving weights for these orders, encoding the sound object using these weights, and then decoding and playing the sound object using an ambisonics decoder.

    • Key Features and Innovation:**
  • Enhancing the spread of sound sources in ambisonics audio for computer simulations.
  • Determining fractional ambisonics orders based on the desired spread of a sound object.
  • Deriving weights for fractional ambisonics orders using polynomial interpolation.
  • Encoding sound objects using these weights for improved audio quality.
  • Decoding and playing sound objects using an ambisonics decoder.
    • Potential Applications:**

This technology can be applied in various computer simulations, virtual reality environments, augmented reality experiences, and immersive audio systems.

    • Problems Solved:**
  • Enhancing the realism and immersion of audio in computer simulations.
  • Improving the spatial representation of sound sources in virtual environments.
  • Providing a more accurate and realistic audio experience for users.
    • Benefits:**
  • Enhanced audio quality and realism in computer simulations.
  • Improved spatial representation of sound sources for a more immersive experience.
  • Better user engagement and overall gaming experience.
    • Commercial Applications:**
  • The technology can be utilized in the gaming industry for more realistic audio effects in games.
  • It can also be applied in virtual reality and augmented reality applications for enhanced audio experiences.
  • Companies developing immersive audio systems can benefit from this innovation.
    • Prior Art:**

Prior research in ambisonics audio technology, spatial audio processing, and immersive sound systems may provide valuable insights into similar innovations in the field.

    • Frequently Updated Research:**

Ongoing research in ambisonics audio, spatial audio processing, and immersive sound technologies may offer new advancements and applications for this technology.

    • Questions about Ambisonics Audio:**

1. How does ambisonics audio differ from traditional stereo or surround sound systems? 2. What are the key advantages of using ambisonics audio in computer simulations and virtual environments?


Original Abstract Submitted

ambisonics audio such as may be used for computer simulations such as computer games is improved by improving the emulated spread of a sound source. a demanded spread for a sound object of a computer game is received, and using the spread one or more fractional ambisonics orders are determined. weights such as max-re weights are derived for the fractional ambisonics order using polynomial interpolation. an ambisonics representation of the sound object is encoded using the weights for the fractional ambisonics order for providing the sound object to an ambisonics decoder to decode and play the sound object.